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Entity.Has does not work after World.Create( <object array> ) #78

Closed Answered by genaray
Mathetis asked this question in Q&A
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Just looked at this, this is actually intended behavior rn.
The generic overloads are favored in such a case since there's no world.Create(object[]) overload... there's however : world.Create(Span<ComponentType> or world.Create(ComponentType[]); which can be used to create the entity. After this you can set the components from an object[] array like this : entity.SetRange(object[]); :)

I will add a world.Create(object[]) in the future

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