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Release 11
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Documentation/content/ecs_in_detail.md

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When the barrier system updates, it will automatically play back the command buffers. It's worth noting that the barrier system will take a dependency on any jobs spawned by systems that access it (so that it can now that the command buffers have been filled in fully). If you see bubbles in the frame, it may make sense to try moving the barrier later in the frame, if your game logic allows for this.
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### Using command buffers from parallel for-style jobs
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To record entity command buffers from parallel for jobs, you must use the `EntityCommandBuffer.Concurrent` type.
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## GameObjectEntity
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ECS ships with the __GameObjectEntity__ component. It is a MonoBehaviour. In __OnEnable__, the GameObjectEntity component creates an Entity with all components on the GameObject. As a result the full GameObject and all its components are now iterable by ComponentSystems.

ReleaseNotes.md

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# 0.0.13
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## New Features
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* Added additional warnings to the Inspector for ComponentDataWrapper and SharedComponentDataWrapper types related to multiple instances of the same wrapper type.
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## Upgrade guide
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* All ComponentDataWrapper types shipped in this package are now marked with `DisallowMultipleComponent` in order to prevent unexpected behavior, since an Entity may only have a single component of a given type. If you have any GameObjects with multiples of a given ComponentDataWrapper type, you must remove the duplicates. (Due to an implentation detail in the current hybrid serialization utility, SharedComponentDataWrapper types cannot be marked as such. This issue will be addressed in a future release.)
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## Changes
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* ComponentDataWrapperBase now implements `protected virtual OnEnable()` and `protected virtual OnDisable()`. You must override these methods and call the base implementation if you had defined them in a subclass.
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* GameObjectEntity `OnEnable()` and `OnDisable()` are now `protected virtual`, instead of `public`.
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## Fixes
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* Fixed bug where component data was not immediately registered with EntityManager when adding a ComponentDataWrapper to a GameObject whose GameObjectEntity had already been enabled.
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* Fixed a bug where EntityManager.AddComponentData would throw an exception when adding a zero sized / tag component.
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* Fixed an issue where closing the EntityDebugger's Filter window would throw an exception
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* Fixed hard crash in `SerializeUtilityHybrid.SerializeSharedComponents()` when the SharedComponentDataWrapper for the SharedComponentData type was marked with `DisallowMultipleComponent`. It now throws an exception instead.
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# 0.0.12
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## New Features
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Samples/Assets/Dungeon/Scripts/BoardComponent.cs

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}
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}
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[UnityEngine.DisallowMultipleComponent]
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public class BoardComponent : ComponentDataWrapper<Board> { }
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}

Samples/Assets/Dungeon/Scripts/FloorTileComponent.cs

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{
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}
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[UnityEngine.DisallowMultipleComponent]
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public class FloorTileComponent : ComponentDataWrapper<FloorTile> { }
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}

Samples/Assets/Dungeon/Scripts/OuterWallTileComponent.cs

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{
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}
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[UnityEngine.DisallowMultipleComponent]
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public class OuterWallTileComponent : ComponentDataWrapper<OuterWallTile> { }
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}

Samples/Assets/Dungeon/Scripts/WallTileComponent.cs

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{
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}
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[UnityEngine.DisallowMultipleComponent]
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public class WallTileComponent : ComponentDataWrapper<WallTile> { }
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}

Samples/Assets/GameCode/Samples.Boids/BoidObstacleComponent.cs

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namespace Samples.Boids
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{
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[Serializable]
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public struct BoidObstacle : IComponentData { }
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public struct BoidObstacle : IComponentData { }
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public class BoidObstacleComponent : ComponentDataWrapper<BoidObstacle> { }
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[UnityEngine.DisallowMultipleComponent]
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public class BoidObstacleComponent : ComponentDataWrapper<BoidObstacle> { }
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}

Samples/Assets/GameCode/Samples.Boids/BoidTargetComponent.cs

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namespace Samples.Boids
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{
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[Serializable]
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public struct BoidTarget : IComponentData { }
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public struct BoidTarget : IComponentData { }
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public class BoidTargetComponent : ComponentDataWrapper<BoidTarget> { }
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[UnityEngine.DisallowMultipleComponent]
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public class BoidTargetComponent : ComponentDataWrapper<BoidTarget> { }
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}

Samples/Assets/GameCode/Samples.Common/SimpleBounds/RadiusComponent.cs

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public float radius;
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}
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[UnityEngine.DisallowMultipleComponent]
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public class RadiusComponent : ComponentDataWrapper<Radius> { }
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}

Samples/Assets/GameCode/Samples.Common/SimpleMovement/BounceComponent.cs

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public float3 height;
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}
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[UnityEngine.DisallowMultipleComponent]
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public class BounceComponent : ComponentDataWrapper<Bounce> { }
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}

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