using UnityEngine; using Unity.Entities; public struct HitscanEffectRequest : IComponentData { public uint effectTypeRegistryId; public Vector3 startPos; public Vector3 endPos; public static void Create(EntityCommandBuffer commandBuffer, HitscanEffectTypeDefinition definition, Vector3 startPos, Vector3 endPos) { var request = new HitscanEffectRequest(); request.effectTypeRegistryId = definition.registryId; request.startPos = startPos; request.endPos = endPos; commandBuffer.CreateEntity(); commandBuffer.AddComponent(request); } }