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Question by ChristianLott · Jun 10, 2020 at 05:20 PM · cameradots

Camera switch with ECS

So I'm relatively new to DOTS and still try to figure out a lot of basic stuff. For my current project I want my camera to switch when i interact with a certain object. The current approach I am using is to just add an Disabled component to the camera that I don't want to use but that does not work constantly for some reason I do not understand. Has anyone a good approach to the usage of multiple cameras in dots or has an Idea why the approach with the disabled component could be inconsistent ?

Here is the code I am using for testing how the switch works.

 public class CameraSystem : SystemBase
 {
     NativeArray<Entity> entityArray;
     EntityQuery m_Group;
     CustomSystems.Controlls.Controlls inpt;
     bool testInteractionCheck = false;
     EndSimulationEntityCommandBufferSystem m_ecb;
 
     protected override void OnCreate()
     {
         Entity manager = EntityManager.CreateEntity();
         EntityManager.AddComponentData(manager, new Tag_SystemUpdate());
         m_Group = GetEntityQuery(new ComponentType[] { typeof(Tag_SystemUpdate) });
     }
 
     protected override void OnStartRunning()
     {
         inpt = new CustomSystems.Controlls.Controlls();
         inpt.Player.Interact.performed += ctx => testInteractionCheck = true;
         inpt.Enable();
         m_ecb = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
 
         entityArray = GetEntityQuery(new EntityQueryDesc { All = new ComponentType[] { typeof(Tag_Camera) } }).ToEntityArray(Allocator.Persistent);
     }
 
     protected override void OnDestroy()
     {
         entityArray.Dispose();
     }
     protected override void OnUpdate()
     {
         if (testInteractionCheck)
         {
             JobHandle job = new IJob
             {
                 entities = entityArray,
                 ECB = m_ecb.CreateCommandBuffer().ToConcurrent(),
                 disabledComp = GetComponentDataFromEntity<Disabled>(true),
                 activeTag = GetComponentDataFromEntity<Tag_Activated>()
             }.Schedule(m_Group, this.Dependency);
             job.Complete();
             m_ecb.AddJobHandleForProducer(job);
             testInteractionCheck = false;
         }
 
     }
 
     struct IJob : IJobChunk
     {
         public NativeArray<Entity> entities;
         public EntityCommandBuffer.Concurrent ECB;
         [ReadOnly]
         public ComponentDataFromEntity<Disabled> disabledComp;
         [ReadOnly]
         public ComponentDataFromEntity<Tag_Activated> activeTag;
 
         public void Execute(ArchetypeChunk chunk, int index, int firstEntity)
         {
             for (int i = 0; i < entities.Length; i++)
             {
                 if (activeTag.Exists(entities[i]))
                 {
                     ECB.AddComponent<Disabled>(index, entities[i]);
                     ECB.RemoveComponent<Tag_Activated>(index, entities[i]);
                 }
                 else
                 {
                     if (disabledComp.Exists(entities[i]))
                         ECB.RemoveComponent<Disabled>(index, entities[i]);
                     ECB.AddComponent<Tag_Activated>(index, entities[i]);
                 }
 
 
             }
             
         }
     }
 
 }
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