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

SystemBase.OnUpdate

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

protected void OnUpdate();

Description

Implement OnUpdate() to perform the major work of this system.

By default, the system invokes OnUpdate() once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call M:Unity.Entities.ComponentSystemBase.RequireForUpdate@@@@1 or ComponentSystemBase.RequireForUpdate in the system's OnCreate method. For more information, see [ShouldRunSystem]. Use [IJobEntity] or SystemAPI.Query for common iteration patterns. You can also instantiate and schedule an IJobChunk instance; implement other Unity.Jobs interfaces or perform work on the main thread. If you call EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].

[sync points]: xref:concepts-structural-changes [C# Job System]: xref:JobSystem [IJobEntity]: xref:Unity.Entities.IJobEntity [EntityQueries]: xref:Unity.Entities.EntityQuery [RequireMatchingQueriesForUpdateAttribute]: xref:Unity.Entities.RequireMatchingQueriesForUpdateAttribute [ShouldRunSystem]: xref:Unity.Entities.ComponentSystemBase.ShouldRunSystem