using Unity.Entities; namespace DefaultNamespace { [UpdateInGroup(typeof(PresentationSystemGroup)), UpdateAfter(typeof(ActorIkSystem))] public class ActorMeleeIkSystem : ComponentSystem { protected override void OnUpdate() { Entities.ForEach( (MeleeIkManager2D manager) => { manager.enabled = false; if (manager.gameObject.activeInHierarchy) { manager.UpdateManager(); } }); } } }