| Parameter | Description |
|---|---|
| srcEntity | The entity to clone. |
Entity The Entity object for the new entity.
Clones an entity.
The new entity has the same archetype and component values as the original; however, ICleanupComponentData
and Prefab components are removed from the clone.
If the source entity was converted from a prefab and thus has a LinkedEntityGroup component,
the entire group is cloned as a new set of entities.
Components that are being cloned and contain references to entities that are also being cloned
are properly remapped to the newly instantiated entities.
Important: This method creates a sync point, which means that the EntityManager waits for all
currently running jobs to complete before creating the entity. No additional jobs can start before
the method is finished. A sync point can cause a drop in performance because the ECS framework might not
be able to use the processing power of all available cores.
| Parameter | Description |
|---|---|
| srcEntity | The entity to clone. |
| outputEntities | An array to receive the Entity objects of the root entity in each clone. The length of this array determines the number of clones. |
Makes multiple clones of an entity.
The new entity has the same archetype and component values as the original, however cleanup and prefab tag components are removed from the clone.
If the source entity has a LinkedEntityGroup component, the entire group is cloned as a new
set of entities. Entity references on components that are being cloned to entities inside the set are remapped to the instantiated entities.
Important: This method creates a sync point, which means that the EntityManager waits for all
currently running jobs to complete before creating the entity. No additional jobs can start before
the method is finished. A sync point can cause a drop in performance because the ECS framework might not
be able to use the processing power of all available cores.
| Parameter | Description |
|---|---|
| srcEntity | The entity to clone. |
| instanceCount | The number of entities to instantiate with the same components as the source entity. |
| allocator | How the created native array should be allocated. |
NativeArray<Entity> A <a href="https://docs.unity3d.com/ScriptReference/Unity.Collections.NativeArray_1.html">NativeArray</a> of entities.
Makes multiple clones of an entity.
The new entity has the same archetype and component values as the original, however cleanup and prefab tag components are removed from the clone.
If the source entity has a LinkedEntityGroup component, the entire group is cloned as a new
set of entities. Entity references on components that are being cloned to entities inside the set are remapped to the instantiated entities.
Important: This method creates a sync point, which means that the EntityManager waits for all
currently running jobs to complete before creating the entity. No additional jobs can start before
the method is finished. A sync point can cause a drop in performance because the ECS framework might not
be able to use the processing power of all available cores.
| Parameter | Description |
|---|---|
| srcEntities | The set of entities to clone |
| outputEntities | the set of entities that were cloned. outputEntities.Length must match srcEntities.Length |
Clones a set of entities.
The new entity has the same archetype and component values as the original, however cleanup and prefab tag components are removed from the clone.
Entity references on components that are being cloned to entities inside the set are remapped to the instantiated entities.
This method overload ignores the LinkedEntityGroup component,
since the group of entities that will be cloned is passed explicitly.
Important: This method creates a sync point, which means that the EntityManager waits for all
currently running jobs to complete before creating the entity. No additional jobs can start before
the method is finished. A sync point can cause a drop in performance because the ECS framework might not
be able to use the processing power of all available cores.