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

EntityCommandBuffer.ParallelWriter.SetComponentForLinkedEntityGroup

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Declaration

public void SetComponentForLinkedEntityGroup(int sortKey, Entity e, EntityQueryMask mask, T component);

Parameters

Parameter Description
sortKey A unique index for each set of commands added to this EntityCommandBuffer across all parallel jobs writing commands to this buffer. The ChunkIndexInQuery provided by IJobEntity is an appropriate value to use for this parameter. In an IJobChunk pass the 'unfilteredChunkIndex' value from IJobChunk.Execute.
e The entity whose LinkedEntityGroup will be referenced.
mask The EntityQueryMask that is used to determine which linked entities to set the component for. Note that EntityQueryMask ignores all query filtering (including chunk filtering and enableable components), and may thus match more entities than expected.
component The component value to set.

Description

Records a command that sets a component for an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.

At playback, this command throws an error if the entity is destroyed before playback, if the entity has the Prefab tag, or if any of the matching linked entities do not already have the component.