using Unity.Burst; using Unity.Entities; using Unity.Mathematics; using UnityEngine; namespace Tutorials.Tornado { //[UpdateInGroup(typeof(FixedStepSimulationSystemGroup), OrderFirst = true)] public partial struct CameraSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); } public void OnUpdate(ref SystemState state) { var tornadoPosition = BuildingSystem.Position((float)SystemAPI.Time.ElapsedTime); var cam = Camera.main.transform; cam.position = new Vector3(tornadoPosition.x, 10f, tornadoPosition.y) - cam.forward * 60f; } } }