Struct SystemState
Contains raw entity system state. Used by unmanaged systems (ISystem) as well as managed systems behind the scenes.
Namespace: Unity.Entities
Syntax
[BurstCompatible]
public struct SystemStateProperties
| Name | 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. | 
| Entities | Entities property used to access Entities.ForEach functionality | 
| EntityManager | The EntityManager object of the World in which this system exists. | 
| GlobalSystemVersion | The current change version number in this World. | 
| LastSystemVersion | The current version of this system. | 
| SystemHandleUntyped | The untyped system's handle. | 
| Time | The current Time data for this system's world. | 
| 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. | 
Methods
| Name | Description | 
|---|---|
| CompleteDependency() | |
| GetBufferFromEntity<T>(Boolean) | Gets a BufferFromEntity<T> object that can access a DynamicBuffer<T>. | 
| GetBufferTypeHandle<T>(Boolean) | Gets the run-time type information required to access an array of buffer components in a chunk. | 
| GetComponentDataFromEntity<T>(Boolean) | Gets an dictionary-like container containing all components of type T, keyed by Entity. | 
| GetComponentTypeHandle<T>(Boolean) | Gets the run-time type information required to access an array of component data in a chunk. | 
| GetDynamicComponentTypeHandle(ComponentType) | Gets the run-time type information required to access an array of component data in a chunk. | 
| GetDynamicSharedComponentTypeHandle(ComponentType) | Gets the run-time type information required to access a shared component data in a chunk. | 
| GetEntityQuery(NativeArray<ComponentType>) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. | 
| GetEntityQuery(ComponentType[]) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. | 
| GetEntityQuery(EntityQueryDesc[]) | Combines an array of query description objects into a single query. | 
| GetEntityQuery(in EntityQueryDescBuilder) | Create an entity query from a query description builder. | 
| GetEntityTypeHandle() | Gets the run-time type information required to access the array of Entity objects in a chunk. | 
| GetSharedComponentTypeHandle<T>() | Gets the run-time type information required to access a shared component data in a chunk. | 
| GetSingleton<T>() | Gets the value of a singleton component. | 
| GetSingletonEntity<T>() | Gets the Entity instance for a singleton. | 
| GetStorageInfoFromEntity() | Gets an dictionary-like container containing information about how entities are stored. | 
| HasSingleton<T>() | Checks whether a singleton component of the specified type exists. | 
| RequireForUpdate(EntityQuery) | 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. | 
| RequireSingletonForUpdate<T>() | Require that a specific singleton component exist for this system to run. | 
| SetSingleton<T>(T) | Sets the value of a singleton component. | 
| TryGetSingleton<T>(out T) | Gets the value of a singleton component, and returns whether or not a singleton component of the specified type exists in the World. | 
| TryGetSingletonEntity<T>(out Entity) | Gets the singleton Entity, and returns whether or not a singleton Entity of the specified type exists in the World. |