Version: Unity 6.3 Beta (6000.3)
LanguageEnglish
  • C#

BufferSlice<T0>.SafeReinterpret

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Declaration

public BufferSlice<U> SafeReinterpret();

Returns

BufferSlice<U> An alias of the same slice, but reinterpreted as the target type.

Description

Reinterpret the slice as having a different data type (type punning), performing checks to ensure the reinterpret is valid.

Safely reinterprets the buffer slice to view the same memory as a different type. This method performs validation to ensure the type conversion is valid:

Validation Rules:

  • The size of the target type must be a multiple of the size of the current type.
  • The memory alignment requirements must be satisfied.
  • The reinterpretation must not exceed buffer boundaries.

This is useful for viewing the same data through different type lenses, such as treating a float buffer as a Vector3 buffer.

Additional resources: UnsafeReinterpret for unchecked reinterpretation.

// Create a buffer of floats
BufferID buffer = context.CreateBuffer(300, sizeof(float)); // 300 floats
var floatSlice = new BufferSlice<float>(buffer, 0);

// Safely reinterpret as Vector3 (3 floats = 1 Vector3) var vectorSlice = floatSlice.SafeReinterpret<Vector3>(); // Now views 100 Vector3s

// Write Vector3 data through the reinterpreted slice var vectorData = new NativeArray<Vector3>(100, Allocator.Temp); for (int i = 0; i < 100; i++) vectorData[i] = new Vector3(i, i + 0.5f, i + 1.0f);

context.WriteBuffer(vectorSlice, vectorData);

// The same memory can still be read as floats var floatData = new NativeArray<float>(300, Allocator.Temp); context.ReadBuffer(floatSlice, floatData);