Version: Unity 7.0 Alpha (7000.0)
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  • C#

ComponentLookup<T0>

struct in Unity.Entities

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Description

A [NativeContainer] that provides access to all instances of components of type T, indexed by Entity.

ComponentLookup is a native container that provides array-like access to components of a specific type. You can use ComponentLookup to look up data associated with one entity while iterating over a different set of entities. For example, Unity.Transforms stores the Entity object of parent entities in a Parent component and looks up the parent's LocalToWorld matrix using ComponentLookup<LocalToWorld> when calculating the world positions of child entities.

To get a ComponentLookup, call ComponentSystemBase.GetComponentLookup.

Pass a ComponentLookup container to a job by defining a public field of the appropriate type in your IJob implementation. You can safely read from ComponentLookup in any job, but by default, you cannot write to components in the container in parallel jobs (including IJobEntity, Entities.Foreach and IJobChunk). If you know that two instances of a parallel job can never write to the same index in the container, you can disable the restriction on parallel writing by adding [NativeDisableParallelForRestrictionAttribute] to the ComponentLookup field definition in the job struct.

If you would like to access an entity's components outside of a job, consider using the EntityManager methods EntityManager.GetComponentData and EntityManager.SetComponentData instead, to avoid the overhead of creating a ComponentLookup object.

[NativeContainer]: https://docs.unity3d.com/ScriptReference/Unity.Collections.LowLevel.Unsafe.NativeContainerAttribute [NativeDisableParallelForRestrictionAttribute]: https://docs.unity3d.com/ScriptReference/Unity.Collections.NativeDisableParallelForRestrictionAttribute.html

Properties

Property Description
this[Entity] Gets the IComponentData instance of type T for the specified entity.

Public Methods

Method Description
DidChange Reports whether any of IComponentData components of the type T, in the chunk containing the specified Entity, could have changed.
EntityExists Reports whether the specified entity exists. Does not consider whether this component exists on the given entity.
GetEnabledRefRO Gets a safe reference to the component enabled state.
GetEnabledRefROOptional Gets a safe reference to the component enabled state.
GetEnabledRefRW Gets a safe reference to the component enabled state.
GetEnabledRefRWOptional Gets a safe reference to the component enabled state.
GetRefRO Gets a safe reference to the component data.
GetRefRW Gets a safe reference to the component data.
HasComponent Reports whether the specified Entity instance still refers to a valid entity and that it has a component of type T.
IsComponentEnabled Checks whether the IComponentData of type T is enabled on the specified Entity. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.
SetComponentEnabled Enable or disable the IComponentData of type T on the specified system using a SystemHandle. This operation does not cause a structural change (even if it occurs on a worker thread), or affect the value of the component. For the purposes of EntityQuery matching, a system with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.
TryGetComponent Retrieves the component associated with the specified Entity, if it exists. Then reports if the instance still refers to a valid entity and that it has a component of type T.
TryGetRefRO Attempts to get a safe reference to the component data, failing gracefully if the component isn't present.
TryGetRefRW Attempts to get a safe reference to the component data, failing gracefully if the component isn't present.
Update When a ComponentLookup is cached by a system across multiple system updates, calling this function inside the system's OnUpdate() method performs the minimal incremental updates necessary to make the type handle safe to use.