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using Unity.Entities;
using Unity.Entities.Serialization;
using UnityEngine;
public class LoadWorld : MonoBehaviour
[SerializeField] string fileName = "save.sav";
[SerializeField] GameObject sharedData = null;
private World localWorld;
private const string worldName = "local world";
private void OnEnable()
localWorld = new World(worldName);
private void OnDisable()
if (localWorld.IsCreated)
public void Load()
var entityManager = localWorld.GetExistingManager<EntityManager>();
using (var reader = new StreamBinaryReader(fileName))
SerializeUtilityHybrid.Deserialize(entityManager, reader, sharedData);
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