CreateSystem<T>(World)
Create and return a handle for an instance of a system of type T in this World.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Method
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
public static SystemHandle CreateSystem<T>(this World self) where T : unmanaged, ISystem
Parameters
The World
Returns
Type | Description |
|---|---|
| SystemHandle | The new system instance's handle of system type |
Remarks
This can result in multiple instances of the same system in a single World, which is generally undesirable.
Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before creating the system, and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.