using System;
using Unity.Entities;
namespace Unity.NetCode.Samples.Common
{
///
/// We use a dynamic assembly list so we can build a server with a subset of the assemblies
/// (only including one of the samples instead of all).
/// If you only have a single game in the project you generally do not need to enable DynamicAssemblyList.
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
[UpdateInGroup(typeof(InitializationSystemGroup))]
[CreateAfter(typeof(RpcSystem))]
public partial struct SetRpcSystemDynamicAssemblyListSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
SystemAPI.GetSingletonRW().ValueRW.DynamicAssemblyList = true;
state.Enabled = false;
}
}
}