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@tsubaki
Last active October 23, 2018 14:48
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using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
public class TestSystem3 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
struct Process : IJobProcessComponentData<SampleData3>
{
public void Execute(ref SampleData3 data)
{
Debug.Log("sample3");
}
}
}
using UnityEngine;
using Unity.Entities;
using Unity.Jobs;
public class TestSystem4 : JobComponentSystem
{
protected override JobHandle OnUpdate(JobHandle inputDeps)
{
return new Process().ScheduleSingle(this, inputDeps);
}
struct Process : IJobProcessComponentData<SampleData3>
{
public void Execute(ref SampleData3 data)
{
Debug.Log("sample4");
}
}
}
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