Namespace Unity.Entities
Classes
AlwaysUpdateSystemAttribute
BeginInitializationEntityCommandBufferSystem
BeginPresentationEntityCommandBufferSystem
BeginSimulationEntityCommandBufferSystem
BlobAssetSerializeExtensions
BlobStringExtensions
ChangedFilterAttribute
ChangeVersionUtility
ChunkSerializableAttribute
States that a component type is serializable.
CircularSystemDependencyException
ComponentDataProxy<T>
ComponentDataProxyBase
ComponentSystem
An abstract class to implement in order to create a system.
ComponentSystemBase
A system provides behavior in an ECS architecture.
ComponentSystemGroup
ConvertToEntity
DefaultTinyWorldInitialization
DefaultWorldInitialization
DisableAutoCreationAttribute
Prevents a system from being automatically created and run.
DisableAutoTypeRegistration
DisallowRefReturnCrossingThisAttribute
What is this : Attribute signaling that ref returned values, of a type that has this attribute, cannot intersect with calls to methods that also have this attribute. Motivation(s): ref returns of values that are backed by native memory (unsafe), like IComponentData in ecs chunks, can have the referenced memory invalidated by certain methods. A way is needed to detect these situations a compilation time to prevent accessing invalidated references. Notes:
- This attribute is used/feeds a Static Analyzer at compilation time.
- Attribute transfers with aggragations: struct A has this attribute, struct B has a field of type A; both A and B are concidered to have the attribute.
DuplicateEntityGuidException
DynamicBufferProxy<T>
EndInitializationEntityCommandBufferSystem
EndSimulationEntityCommandBufferSystem
EntityCommandBufferSystem
A system that provides EntityCommandBuffer objects for other systems.
EntityContainerPropertyBag
EntityManager
The EntityManager manages entities and components in a World.
EntityManager.EntityManagerDebug
Provides information and utility functions for debugging.
EntityManagerExtensions
EntityQuery
A EntityQuery provides a queryDesc-based view of your component data.
EntityQueryDesc
Defines a queryDesc to find archetypes with specific components.
EntityQueryDescValidationException
EntityQueryExtensionsForComponentArray
EntityQueryExtensionsForTransformAccessArray
EntityRemapUtility
ExcludeComponentAttribute
FastEquality
GameObjectAfterConversionGroup
GameObjectBeforeConversionGroup
GameObjectConversionGroup
GameObjectConversionSettings
GameObjectConversionUtility
GameObjectDeclareReferencedObjectsGroup
GameObjectEntity
GameObjectExportGroup
InitializationSystemGroup
InternalBufferCapacityAttribute
Specifies the maximum number of elements to store inside a chunk.
JobChunkExtensions
Extensions for scheduling and running IJobChunk Jobs.
JobComponentSystem
An abstract class to implement in order to create a system that uses ECS-specific Jobs.
JobForEachExtensions
LateSimulationSystemGroup
LayerFieldAttribute
Attribute used to make an int field display as a layer selector drop-down.
MaximumChunkCapacityAttribute
Specifies the maximum number of components of a type that can be stored in the same chunk.
PlayerLoopManager
PresentationSystemGroup
RegisterGenericComponentTypeAttribute
RequireComponentTagAttribute
RequiresEntityConversionAttribute
SceneViewWorldPositionAttribute
ScriptBehaviourUpdateOrder
SharedComponentDataProxy<T>
SimulationSystemGroup
StaticOptimizeEntity
TypeHash
TypeManager
TypeManager.ForcedMemoryOrderingAttribute
TypeManager.TypeVersionAttribute
UpdateAfterAttribute
UpdateBeforeAttribute
UpdateInGroupAttribute
WordStorage
World
WorldObsoleteExtensions
WorldSystemFilterAttribute
For internal use only.
WriteGroupAttribute
[WriteGroup] Can exclude components which are unknown at the time of creating the query that have been declared to write to the same component.
This allows for extending systems of components safely without editing the previously existing systems.
The goal is to have a way for systems that expect to transform data from one set of components (inputs) to another (output[s]) be able to declare that explicit transform, and they exclusively know about one set of inputs. If there are other inputs that want to write to the same output, the query shouldn't match because it's a nonsensical/unhandled setup. It's both a way to guard against nonsensical components (having two systems write to the same output value), and a way to "turn off" existing systems/queries by putting a component with the same write lock on an entity, letting another system handle it.
Structs
ArchetypeChunk
ArchetypeChunkArray
ArchetypeChunkBufferType<T>
ArchetypeChunkComponentObjects<T>
ArchetypeChunkComponentType<T>
ArchetypeChunkEntityType
ArchetypeChunkSharedComponentType<T>
Asset
Marks the entity as an asset, which is used for the Export phase of GameObject conversion.
BlobArray<T>
BlobAssetReference<T>
BlobBuilder
BlobBuilderArray<T>
BlobPtr<T>
BlobString
BufferAccessor<T>
BufferFromEntity<T>
BuildComponentDataToEntityLookupTask<TComponentData>
ChunkHeader
ComponentDataFromEntity<T>
A NativeContainer that provides access to all instances of components of type T, indexed by Entity.
ComponentSystemGroup.TypeHeapElement
ComponentType
ComponentTypeHash
ComponentTypes
ComponentTypes.Masks
Disabled
Disables the entity.
DynamicBuffer<T>
DynamicBufferContainer<T>
EditorRenderData
Entity
Identifies an entity.
EntityArchetype
An EntityArchetype is a unique combination of component types. The EntityManager uses the archetype to group all entities that have the same sets of components.
EntityChanges
EntityChangeSet
An atomic package of changes to entity and component data.
EntityCommandBuffer
A thread-safe command buffer that can buffer commands that affect entities and components for later playback.
EntityCommandBuffer.Concurrent
Allows concurrent (deterministic) command buffer recording.
EntityContainer
EntityGuid
EntityManagerDiffer
The EntityManagerDiffer is used to efficiently track changes to a given world over time.
EntityManagerPatcher
The EntityManagerPatcher is used apply an EntityChangeSet to a given world.
EntityQueryBuilder
EntityReferenceChange
Represents an entity reference that was changed within a EntityChangeSet
This structure references the entity by it's unique EntityGuid.
EntityRemapUtility.BufferEntityPatchInfo
EntityRemapUtility.EntityPatchInfo
EntityRemapUtility.EntityRemapInfo
EntityRemapUtility.SparseEntityRemapInfo
ExcludeComponent<T>
ExclusiveEntityTransaction
FastEquality.Layout
FastEquality.TypeInfo
Hash128
LayoutUtility
Low-level utility functions for AOS->SOA (scatter) and SOA->AOS (gather) conversions.
LayoutUtilityManaged
LinkedEntityGroup
The LinkedEntityGroup buffer makes the entity be the root of a set of connected entities.
LinkedEntityGroupChange
MemsetNativeArray<T>
Assign Value to each element of NativeArray
NativeArraySharedValues<S>
Merge sort index list referencing NativeArray values. Provide list of shared values, indices to shared values, and lists of source i value indices with identical shared value. As an example: Given Source NativeArray: [A,A,A,B,B,C,C,A,B] Provides: Shared value indices: [0,0,0,1,1,2,2,0,1] Shared value counts: [4,3,2] (number of occurrences of a shared value) Shared values: [A,B,C] (not stored in this structure) Sorted indices: [0,1,2,7,3,4,8,5,6] (using these indices to look up values in the source array would give you [A,A,A,A,B,B,B,C,C]) Shared value start offsets (into sorted indices): [0,4,7]
NativeString4096
NativeString512
NativeString64
NativeStringView
NumberedWords
PackedComponent
Represents a packed component within an EntityChangeSet
PackedComponentDataChange
Represents a packed component data change within a EntityChangeSet
PackedSharedComponentDataChange
Prefab
Marks the entity as a prefab, which implicitly disables the entity.
RequestSceneLoaded
SceneBoundingVolume
SceneData
SceneSection
SceneTag
A Unity-defined shared component assigned to all entities in the same subscene.
SOAFieldInfo
TypeManager.EntityOffsetInfo
TypeManager.EqualityHelper<T>
TypeManager.FieldInfo
TypeManager.StaticTypeLookup<T>
TypeManager.TypeInfo
TypeManager.TypeInfoDebug
Words
Interfaces
EntityManagerBaseInterfaceForObsolete
IBufferElementData
An interface for creating structs that can be stored in a DynamicBuffer<T>.
IComponentData
An interface for implementing general-purpose components.
IConvertGameObjectToEntity
ICustomBootstrap
IDeclareReferencedPrefabs
IDynamicBufferContainer
IJobChunk
IJobChunk is a type of Job that iterates over a set of ArchetypeChunk instances.
IJobForEach<T0>
IJobForEachWithEntity<T0>
IRefCounted
ISharedComponentData
An interface for a component type whose value is shared by all entities in the same chunk.
ISystemStateBufferElementData
An interface for a component type that stores system-specific data in a buffer.
ISystemStateComponentData
An interface for a component type that stores system-specific data.
ISystemStateSharedComponentData
An interface for a component type that stores shared system-specific data.
JobForEachExtensions.IBaseJobForEach
Enums
ComponentType.AccessMode
ComponentTypeFlags
ConversionError
ConvertToEntity.Mode
CopyError
EntityManagerDifferOptions
EntityQueryOptions
The bit flags to use for the Options field.
FormatError
GameObjectConversionUtility.ConversionFlags
ParseError
PrimitiveFieldTypes
TypeManager.TypeCategory
WorldSystemFilterFlags
For internal use only.