| Property |
Description |
| AlignmentInBytes |
The alignment requirement for the component. For buffer types, this is the alignment requirement of the element type.
|
| AlignmentInChunkInBytes |
Alignment of this type in a chunk. Normally the same as AlignmentInBytes, but that
might be less than this value for buffer elements, whereas the buffer itself must be aligned to TypeManager.MaximumSupportedAlignment.
|
| BakingOnlyType |
TypeIndex.IsBakingOnlyType
|
| BlobAssetRefOffsetCount |
Number of BlobAssetReference<T0>s this component can store.
|
| BloomFilterMask |
Bitmask used to accelerate "is type set A a subset of type set B?" queries.
|
| BufferCapacity |
The maximum number of elements that can be stored in a buffer component instance.
|
| Category |
TypeCategory
|
| DebugTypeName |
Provides a HPC# / Burst compatible name of the component type when building with DEBUG defined. Otherwise the name is empty.
|
| ElementSize |
The size of an element store in buffer components. For non-buffer component types, this is the same as TypeManager.TypeInfo.SizeInChunk |
| EnableableType |
TypeIndex.IsEnableable
|
| EntityOffsetCount |
Number of Entity references this component can store.
|
| HasBlobAssetRefs |
For struct IComponentData, a value of true guarantees that there are BlobAssetReference<T0> fields in this component.
For class based IComponentData, a value of true means it is possible, but not guaranteed, that there are blob asset references. (Polymorphic BlobAssetReference<T0> members can not be proven statically)
|
| HasUnityObjectRefs |
Returns whether there are any UnityObjectRefs fields in this component.
|
| HasWeakAssetRefs |
For struct IComponentData, a value of true guarantees that there are WeakReference_1 fields in this component.
For class based IComponentData, a value of true means it is possible, but not guaranteed, that there are WeakReferences. (Polymorphic WeakReference_1 members can not be proven statically)
|
| IsZeroSized |
Returns true if the component does not require space in Unity.Entities.Chunk memory
|
| MaximumChunkCapacity |
Maximum number of instances of this component allowed to be stored in a Unity.Entities.Chunk.
|
| MemoryOrdering |
Sort order for component types in Unity.Entities.Chunk storage. By default this is equivalent to TypeManager.TypeInfo.StableTypeHash.
Order is sorted from lowest to highest.
|
| SizeInChunk |
The number of bytes used in a Unity.Entities.Chunk to store an instance of this component.
|
| StableTypeHash |
Hash used to uniquely identify a component based on its runtime memory footprint.
|
| TemporaryBakingType |
TypeIndex.IsTemporaryBakingType
|
| Type |
Returns the System.Type for the component this TypeInfo is describing.
|
| TypeIndex |
TypeManager.TypeInfo.TypeIndex
|
| TypeSize |
Blittable size of the component type.
|
| WeakAssetRefOffsetCount |
Number of WeakReference_1s this component can store.
|