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

TypeInfo

struct in Unity.Entities

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Description

Provides information about component types such as their runtime size, how much space they use in Unity.Entities.Chunk storage, their TypeManager.TypeInfo.TypeIndex, how many entity references they contain, and more.

Properties

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.

Constructors

Constructor Description
TypeManager.TypeInfo Used internally to construct a TypeInfo.