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

EntityManagerDebug

struct in Unity.Entities

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Description

Provides information and utility functions for debugging.

Properties

Property Description
EntityCount The number of entities in the referenced EntityManager
HighestIndexEntity The highest entity index of all the entities in the EntityManager
MemoryInitPattern A specified memory pattern used when initializing new chunks if EntityManager.EntityManagerDebug.UseMemoryInitPattern is set to true
UseMemoryInitPattern Determines if chunks created in the Unity.Entities.EntityComponentStore use the specified EntityManager.EntityManagerDebug.MemoryInitPattern

Constructors

Constructor Description
EntityManager.EntityManagerDebug Creates an EntityManagerDebug from an EntityManager

Public Methods

Method Description
CheckInternalConsistency Several checks to ensure that the Unity.Entities.EntityComponentStore has all references that are expected at this time as well as the expected number of entities.
GetComponentBoxed Gets the component object of a given entity
GetEntityInfo Creates a string with the information about a given entity including the entity's version, index, and archetype.
IsSharedComponentManagerEmpty Checks to see if the world holds any shared component values
LogEntityInfo Debug logs information about a given entity including the entity's version, index, and archetype
PoisonUnusedDataInAllChunks Sets all unused chunk data for an archetype to the specified byte value.

Static Methods

Method Description
GetLastWriterSystemName Gets the name of the system that last modified the component type of the given chunk
GetSystemProfilerMarkerName Returns the name used for the profiler marker of the passed system. This is useful for inspecting profiling data using the ProfilerRecorder API.