using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; using Unity.Transforms; [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] public partial class CubeSystem : SystemBase { protected override void OnCreate() { RequireForUpdate(); } protected override void OnUpdate() { var deltaTime = SystemAPI.Time.DeltaTime; Entities.WithAll().ForEach((Entity entity, ref LocalTransform transform) => { transform.Rotation = math.mul(transform.Rotation, quaternion.RotateZ(math.radians(100 * deltaTime))); }).Schedule(); } }