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

SystemState

struct in Unity.Entities

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Description

Contains raw entity system state. Used by unmanaged systems (ISystem) as well as managed systems behind the scenes.

Properties

Property Description
DebugName Return a debug name for unmanaged systems.
Dependency The ECS-related data dependencies of the system.
Enabled Controls whether this system executes when its OnUpdate function is called.
EntityManager The EntityManager object of the SystemState.World in which this system exists.
GlobalSystemVersion The current change version number in this SystemState.World.
LastSystemVersion The current version of this system.
SystemHandle The untyped system's handle.
UnmanagedMetaIndex Return the unmanaged type index of the system (>= 0 for ISystem-type systems), or -1 for managed systems.
World The World in which this system exists.
WorldUnmanaged The unmanaged portion of the world in which this system exists.
WorldUpdateAllocator Retrieve the world update allocator of the World in which this system exists.

Public Methods

Method Description
CompleteDependency Completes combined job handles registered with this system. See SystemState.Dependency for more information.
GetBufferLookup Manually gets a BufferLookup<T> object that can access a DynamicBuffer<T0>.
GetBufferTypeHandle Manually gets the run-time type information required to access an array of buffer components in a chunk.
GetComponentLookup Manually gets a dictionary-like container containing all components of type T, keyed by Entity.
GetComponentTypeHandle Manually gets the run-time type information required to access an array of component data in a chunk.
GetDynamicComponentTypeHandle Manually gets the run-time type information required to access an array of component data in a chunk.
GetDynamicSharedComponentTypeHandle Manually gets the run-time type information required to access a shared component data in a chunk.
GetEntityQuery Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it.
GetEntityStorageInfoLookup Manually gets a dictionary-like container containing information about how entities are stored.
GetEntityTypeHandle Manually gets the runtime type information required to access the array of Entity objects in a chunk.
GetSharedComponentTypeHandle Manually gets the run-time type information required to access a shared component data in a chunk.
GetTransformLookup Manually gets a TransformLookup object that can access a TransformRef.
GetTransformRef Gets the TransformRef of an entity.
GetTransformTypeHandle Manually gets the run-time type information required to access transforms in a chunk.
RequireAnyForUpdate Provide a set of queries, one of which must match entities for the system to run.
RequireForUpdate Adds a query that must return entities for the system to run. You can add multiple required queries to a system; all of them must match at least one entity for the system to run.
ShouldRunSystem Reports whether this system satisfies the criteria to update. This function is used internally to determine whether the system's OnUpdate function can be skipped.