using Unity.Burst; using Unity.Entities; namespace Graphical.RenderSwap { [WorldSystemFilter(WorldSystemFilterFlags.BakingSystem)] public partial struct ConfigBakingSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); state.RequireForUpdate(); } [BurstCompile] public void OnUpdate(ref SystemState state) { var config = SystemAPI.GetSingleton(); state.EntityManager.AddComponent(config.StateOn); state.EntityManager.AddComponent(config.StateOff); } } struct SpinTile : IComponentData { } }