Version: Unity 7.0 Alpha (7000.0)
LanguageEnglish
  • C#

Entity

struct in Unity.Entities

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Description

Identifies an entity.

The entity is a fundamental part of the Entity Component System. Everything in your application that has data or an identity of its own is an entity. However, an entity doesn't contain either data or behavior itself. Instead, the data is stored in the components and the behavior is provided by the systems that process those components. The entity acts as an identifier or key to the data stored in components.

The EntityManager class manages entities and they exist within a World. An Entity struct refers to an entity, but isn't a reference. Rather, the Entity struct contains an Entity.Index that you can use to access entity data, and a Entity.Version that you can use to check whether the Index is still valid. Note that you must pass the Index or Version values to relevant API methods, rather than accessing them directly.

To add or remove components, access components, or to destroy the entity, pass an Entity struct to methods of the EntityManager, the EntityCommandBuffer, or the ComponentSystemBase.

Static Properties

Property Description
Null A "blank" Entity object that does not refer to an actual entity.

Properties

Property Description
Index The ID of an entity.
Version The generational version of the entity.

Public Methods

Method Description
CompareTo Compare this entity against a given one
Equals Entity instances are equal if they refer to the same entity.
GetHashCode A hash used for comparisons.
ToFixedString Provides a Burst compatible debugging string.
ToString Provides a debugging string.

Operators

Operator Description
EntityId Converts an entity to the EntityId with the same index and version.
operator != Entity instances are equal if they refer to the same entity.
operator == Entity instances are equal if they refer to the same entity.