Stroopwafel
New member
Hello,
I tried to follow the entities sample by placing a cube in the subscene and add a behaviour tree to it. The BT only has a simple ECS Task in it where I added a Debug.Log() line in the job.
Nothing happens in the subscene altough the entity does have all the correct components during runtime (I believe). When I place the cube in the normal scene I do get the log fire.
I must be doing something wrong as its working in the sample scene, just cant figure out what it is...
Thank you for your time.
I tried to follow the entities sample by placing a cube in the subscene and add a behaviour tree to it. The BT only has a simple ECS Task in it where I added a Debug.Log() line in the job.
Nothing happens in the subscene altough the entity does have all the correct components during runtime (I believe). When I place the cube in the normal scene I do get the log fire.
I must be doing something wrong as its working in the sample scene, just cant figure out what it is...
Thank you for your time.
C#:
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct MoveToPositionJob : IJobEntity {
/// <summary>
/// Executes the MoveToPosition logic.
/// </summary>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="moveToPositionComponents">An array of MoveToPositionComponents.</param>
[BurstCompile]
public void Execute(
ref DynamicBuffer<TaskComponent> taskComponents,
ref DynamicBuffer<MoveToPositionComponent> moveToPositionComponents) {
for (int i = 0; i < moveToPositionComponents.Length; ++i) {
var moveToPositionComponent = moveToPositionComponents[i];
var taskComponent = taskComponents[moveToPositionComponent.Index];
if (taskComponent.Status == TaskStatus.Queued) {
Debug.Log("im here");
taskComponent.Status = TaskStatus.Success;
taskComponents[moveToPositionComponent.Index] = taskComponent;
}
}
}
}