using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Jobs; using Unity.Mathematics; using Unity.Transforms; [UpdateInGroup(typeof(PresentationSystemGroup))] public partial class MainCameraSystem : SystemBase { protected override void OnUpdate() { if (MainGameObjectCamera.Instance != null && SystemAPI.HasSingleton()) { Entity mainEntityCameraEntity = SystemAPI.GetSingletonEntity(); LocalToWorld targetLocalToWorld = SystemAPI.GetComponent(mainEntityCameraEntity); MainGameObjectCamera.Instance.transform.SetPositionAndRotation(targetLocalToWorld.Position, targetLocalToWorld.Rotation); } } }