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Matt Dymott mattdymott

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mattdymott / CalculateDetailsExample.cs
Last active April 30, 2024 15:28
Example of how to use ICollisionEventsJob from Unity.Physics
// CollisionResponse option on PhysicsShape must be set to CollideRaiseCollisionEvents.
[UpdateInGroup(typeof(PhysicsSystemGroup))]
[UpdateAfter(typeof(PhysicsSimulationGroup))]
public partial struct CalculateDetailsTest_PhysicsEventSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
@mattdymott
mattdymott / TilemapData.cs
Last active November 8, 2022 20:10
Creates a Unity.Physics Mesh Collider from a Unity.CompositeCollider2D in Entities exp1.0 without using SubScenes
public class TilemapData : IComponentData
{
public Grid Grid;
public Tilemap CollisionMap;
}
public struct TilemapData_TAG : IComponentData {}
@mattdymott
mattdymott / InputActionSystem.cs
Created December 6, 2023 20:28
Example of using InputSystem with Unity Entities
// Managed IComponent
public class InputActionSingleton : IComponentData
{
// InputSystem actions asset wrapper which is auto generated by the asset.
// Has accessors for your Actions created in the asset.
public InputActions InputActions;
public InputActionSingleton()
{
InputActions = new InputActions();