Struct EntityGuid
This component is attached to converted Entities and is guaranteed to be unique within a World. It can be used to map back to the authoring GameObject from which it was converted. Note that an EntityGuid does not have enough information to be persistent across sessions.
Namespace: Unity.Entities
Syntax
[Serializable]
public struct EntityGuid : IComponentData, IEquatable<EntityGuid>, IComparable<EntityGuid>Constructors
| Name | Description | 
|---|---|
| EntityGuid(Int32, Byte, UInt32) | 
Fields
| Name | Description | 
|---|---|
| a | This field, when combined with  | 
| b | Use same as  | 
| Null | 
Properties
| Name | Description | 
|---|---|
| OriginatingId | Session-unique ID for originating object (typically the authoring GameObject's InstanceID). | 
| Serial | A unique number used to differentiate Entities associated with the same originating object and namespace. | 
Methods
| Name | Description | 
|---|---|
| CompareTo(EntityGuid) | |
| Equals(Object) | |
| Equals(EntityGuid) | |
| GetHashCode() | |
| ToString() | 
Operators
| Name | Description | 
|---|---|
| Equality(in EntityGuid, in EntityGuid) | |
| Inequality(in EntityGuid, in EntityGuid) |