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

IJobChunk.Execute(ArchetypeChunk,int,bool,v128)

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Parameters

Parameter Description
chunk An object providing access to the entities within a chunk.
unfilteredChunkIndex The index of the current chunk within the list of all chunks in all archetypes matched by the EntityQuery that the job was run against.
useEnabledMask If true, the contents of chunkEnabledMask describe which entities in the chunk match the provided EntityQuery and should be processed by this job. If false, all entities in the chunk match the provided query, and the contents of chunkEnabledMask are undefined.
chunkEnabledMask If bit N in this mask is set, entity N in chunk matches the EntityQuery used to schedule the job. If bit N is clear, entity N does not match the query and can be skipped. If N is greater than or equal to the number of entities in the chunk, bit N will always be clear. If useEnabledMask is false, all entities in the chunk match the query, and the contents of this mask are undefined.

Description

Implement the Execute function to perform a unit of work on an ArchetypeChunk representing a chunk.

The chunks selected by the EntityQuery used to schedule the job are the input to your Execute function. The Execute function is called once per matching chunk.

Note that unfilteredChunkIndex is not necessarily guaranteed to be a zero-based, tightly-packed index into the chunks the job actually runs on. For example, if the query matches 100 chunks, but the query's uses EntityQuery.SetSharedComponentFilter and the first 50 chunks get filtered out, the unfilteredChunkIndex will range from 50 to 99. If the index relative to the filtered chunk list is required, use EntityQuery.CalculateFilteredChunkIndexArray