You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Ran into this limitation with the current PrefabLoadingSystem. The current system both loads Prefab assets and attaches Components. Given the PrefabLoadingSystem is in the main dispatcher, the following flow is not supported:
Load prefab assets
Spawn objects (attaches prefab handles) -- in state dispatcher.
Process entities with prefab handles (attaches default component values)
Amend component values based on game environment -- in state dispatcher.
It would work if either:
We use one dispatcher, and the PrefabLoadingSystem is in between the Spawn and Rectify systems.
The PrefabLoadingSystem is split, and the component augmentation part of it is between the Spawn and Rectify systems.
This may be done in conjunction with using atelier-assets to load assets -- prefabs loading will be part of asset loading, attaching of components will be a separate system.
In GitLab by @azriel91 on Jun 20, 2019, 14:59
Ran into this limitation with the current
PrefabLoadingSystem
. The current system both loads Prefab assets and attachesComponent
s. Given thePrefabLoadingSystem
is in the main dispatcher, the following flow is not supported:It would work if either:
PrefabLoadingSystem
is in between theSpawn
andRectify
systems.PrefabLoadingSystem
is split, and the component augmentation part of it is between theSpawn
andRectify
systems.This may be done in conjunction with using
atelier-assets
to load assets -- prefabs loading will be part of asset loading, attaching of components will be a separate system.Related: #181.
The text was updated successfully, but these errors were encountered: