Class StaticOptimizeEntity
Authoring component that indicates that the hierarchy from this point should be considered static and can be optimized.
Inherited Members
      Component.GetComponentIndex()
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      Object.InstantiateAsync<T>(T)
    
    
      Object.InstantiateAsync<T>(T, Transform)
    
    
      Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    
    
      Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    
    
    
    
    
    
    
    
    
    
    
      Object.Instantiate(Object, Scene)
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      Object.FindObjectsByType<T>(FindObjectsSortMode)
    
    
    
      Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    
    
    
    
      Object.FindFirstObjectByType<T>()
    
    
      Object.FindAnyObjectByType<T>()
    
    
      Object.FindFirstObjectByType<T>(FindObjectsInactive)
    
    
      Object.FindAnyObjectByType<T>(FindObjectsInactive)
    
    
    
    
    
    
    
    
    
    
    
  Namespace: Unity.Entities
Assembly: solution.dll
Syntax
[DisallowMultipleComponent]
public class StaticOptimizeEntity : MonoBehaviourRemarks
The Static component is added to all the entities in the hierarchy.