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customworldbootstrap's Issues

Systems do not automatically update

Currently systems only get updated with a manual CustomWorld.GetExistingSystem<(PHASE)SystemGroup>().Update()
which is how the tests currently work.
It's intended that systems will update in the default worlds update cycle

UpdateInLoop usage is incorrect

UpdateInLoop, if I understand correctly, should be used to change the default world if the bootstrap initialize function returns null.
Currently it is called on all worlds, but it should not be. Only on the world what is intended to be default, if not using the standard default world.

Only test worlds get default systems

It seems that there's some magic adding the default set of systems to newly created worlds, but only in the test environment.
The default set are, Initialization/Simulation/Presentation SystemGroups and their associated BufferSystems.

To solve issues that arise from this, I intend on making sure all world's have the default set of systems. This will mean two extra per world options, one to exclude making the buffer systems, another to exclude the default systems for the case where a user may not want these.

IL2CPP Incompatible

IL2CPP does not support inspection of attribute constructor arguments at run time

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