Struct SystemState
Contains raw entity system state. Used by unmanaged systems (ISystem) as well as managed systems behind the scenes.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
[GenerateTestsForBurstCompatibility]
public ref 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. | 
| 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. | 
| SystemHandle | The untyped system's handle. | 
| SystemHandleUntyped | Obsolete. Use SystemHandle instead. | 
| Time | Obsolete. 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. | 
| WorldUpdateAllocator | Retrieve the world update allocator of the World in which this system exists. | 
Methods
| Name | Description | 
|---|---|
| CompleteDependency() | Completes combined job handles registered with this system. See Dependency for more information. | 
| GetBufferFromEntity<T>(bool) | Obsolete. Use GetBufferLookup<T>(bool) instead. | 
| GetBufferLookup<T>(bool) | Manually gets a BufferLookup<T> object that can access a DynamicBuffer<T>. | 
| GetBufferTypeHandle<T>(bool) | Manually gets the run-time type information required to access an array of buffer components in a chunk. | 
| GetComponentDataFromEntity<T>(bool) | Obsolete. Use GetComponentLookup<T>(bool) instead. | 
| GetComponentLookup<T>(bool) | Manually gets a dictionary-like container containing all components of type T, keyed by Entity. | 
| GetComponentTypeHandle<T>(bool) | Manually gets the run-time type information required to access an array of component data in a chunk. | 
| GetDynamicComponentTypeHandle(ComponentType) | Manually gets the run-time type information required to access an array of component data in a chunk. | 
| GetDynamicSharedComponentTypeHandle(ComponentType) | Manually 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 type, if one exists; otherwise, creates a new query instance and caches it. | 
| GetEntityQuery(params ComponentType[]) | Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it. | 
| GetEntityQuery(in EntityQueryBuilder) | Create an entity query from a query description builder. | 
| GetEntityQuery(params EntityQueryDesc[]) | Combines an array of query description objects into a single query. | 
| GetEntityStorageInfoLookup() | Manually gets a dictionary-like container containing information about how entities are stored. | 
| GetEntityTypeHandle() | Manually gets the runtime type information required to access the array of Entity objects in a chunk. | 
| GetSharedComponentTypeHandle<T>() | Manually gets the run-time type information required to access a shared component data in a chunk. | 
| GetStorageInfoFromEntity() | Obsolete. Use GetEntityStorageInfoLookup() instead. | 
| RequireAnyForUpdate(NativeArray<EntityQuery>) | Provide a set of queries, one of which must match entities for the system to run. | 
| RequireAnyForUpdate(params EntityQuery[]) | Provide a set of queries, one of which must match entities for the system to run. | 
| 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. | 
| RequireForUpdate<T>() | Require that a specific component exist for this system to run. Also includes any components added to a system. See SystemHandle for more info on that. | 
| RequireSingletonForUpdate<T>() | Obsolete. Use RequireForUpdate<T>() instead. | 
| ShouldRunSystem() | Reports whether this system satisfies the criteria to update. This function is used internally to determine whether the system's OnUpdate function can be skipped. |