I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which causes some very funky behaviour and was a debugging nightmare. I've tried a few different solutions, using an EntityCommandRecorder, just saving a list of delete and create actions that get run after the systems during a frame, etc, but nothing works. Tried on the latest stable and unstable branches.
Any idea of how this can be reliably reproduced?
Although i doubt it will be fixed in this main repo as it didnt seen new activity for about a year, so all hope is on forks, i guess.
I currently have a very basic SHMUP game running, and as stated in the title, sometimes when spawning new entities, the components from the old ones are still around which causes some very funky behaviour and was a debugging nightmare. I've tried a few different solutions, using an EntityCommandRecorder, just saving a list of delete and create actions that get run after the systems during a frame, etc, but nothing works. Tried on the latest stable and unstable branches.