Class World
Encapsulates a set of entities, component data, and systems.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
public class WorldRemarks
Multiple Worlds may exist concurrently in the same application, but they are isolated from each other; an EntityQuery will only match entities in the World that created the query, a World's EntityManager can only process entities from the same World, etc.
Constructors
| Name | Description | 
|---|---|
| World(string, WorldFlags) | Construct a new World instance | 
| World(string, WorldFlags, AllocatorHandle) | Construct a new World instance | 
Properties
| Name | Description | 
|---|---|
| All | List of all Worlds that currently exist in the application | 
| CurrentGroupAllocators | Retrieve current double rewindable allocator for this World. | 
| DefaultGameObjectInjectionWorld | Reference to the default World | 
| EntityManager | An interface to manipulate the World's entity data from the main thread | 
| Flags | The WorldFlags settings for this World | 
| IsCreated | Has this World been successfully initialized? | 
| MaximumDeltaTime | The maximum single-frame delta time permitted in this world. | 
| Name | The name of the World | 
| NextSequenceNumber | Increments whenever a world is created or destroyed, or when an EntityQuery is created. | 
| QuitUpdate | Set this property to true to abort a world update after the next system update. | 
| SequenceNumber | The World's current sequence number | 
| Systems | List of all managed systems in this World | 
| Time | The world's simulated time, include elapsed time since World creation and the delta time since the previous update. | 
| TimeSingleton | Singleton instance of the WorldTime component. This data is generally accessed through Time. | 
| Unmanaged | Gives access to the unmanaged data of an instance of the World. This is useful when your code needs to run with Burst. | 
| UpdateAllocator | Rewindable allocator instance for this World. | 
| UpdateAllocatorEnableBlockFree | Property to get and set enable block free flag, a flag indicating whether the allocator should enable individual block to be freed. | 
| Version | The World's current version number | 
Methods
| Name | Description | 
|---|---|
| AddSystemManaged<T>(T) | Adds an existing system instance to this World | 
| AddSystem<T>(T) | Obsolete. Use AddSystemManaged<T>(T) instead. | 
| CreateSystem(Type) | Create and return a handle to an instance of a system of type  | 
| CreateSystem(SystemTypeIndex) | Create and return a handle to an instance of a system of with system type index  | 
| CreateSystemManaged(Type) | Create and return an instance of a system of type  | 
| CreateSystemManaged(SystemTypeIndex) | Create and return an instance of a system of with system type index  | 
| CreateSystemManaged<T>() | Create and return an instance of a system of type  | 
| CreateSystem<T>() | Create and return a handle to an instance of a system of type  | 
| DestroyAllSystemsAndLogException() | Destroy all system instances in the World. Any errors encountered during individual system destruction will be logged to the console. | 
| DestroySystem(SystemHandle) | Destroys one of the World's existing system instances. | 
| DestroySystemManaged(ComponentSystemBase) | Destroys one of the World's existing system instances. | 
| Dispose() | Dispose of a World instance | 
| DisposeAllWorlds() | Destroys all existing Worlds | 
| GetExistingSystem(Type) | Return a handle to an existing instance of a system of type  | 
| GetExistingSystem(SystemTypeIndex) | Return a handle to an existing instance of a system of type  | 
| GetExistingSystemManaged(Type) | Return an existing instance of a system of type  | 
| GetExistingSystemManaged(SystemTypeIndex) | Return an existing instance of a system of type  | 
| GetExistingSystemManaged<T>() | Return an existing instance of a system of type  | 
| GetExistingSystem<T>() | Return a handle to an existing instance of a system of type  | 
| GetOrCreateSystem(Type) | Retrieve the handle for the instance of a system of type  | 
| GetOrCreateSystem(SystemTypeIndex) | Retrieve the handle for the instance of a system with a given system type index  | 
| GetOrCreateSystemManaged(Type) | Retrieve the instance of a system of type  | 
| GetOrCreateSystemManaged(SystemTypeIndex) | Retrieve the instance of a system with a system type index  | 
| GetOrCreateSystemManaged<T>() | Retrieve the instance of a system of type  | 
| GetOrCreateSystem<T>() | Retrieve the handle for the instance of a system of type  | 
| GetOrCreateSystemsAndLogException(NativeList<SystemTypeIndex>, AllocatorHandle) | Creates systems from the list of types which aren't already created in the current world. | 
| PopTime() | Restore the previous World time, after pushing a temporary time value with PushTime(TimeData) | 
| PushTime(TimeData) | Push a new temporary time value to the World's current time | 
| RestoreGroupAllocator(DoubleRewindableAllocators*) | Pop group allocator out of the stack. | 
| SetGroupAllocator(DoubleRewindableAllocators*) | Push group allocator into a stack. | 
| SetTime(TimeData) | Assigns a new value to the World's current time. | 
| ToString() | Returns the name of the World | 
| Update() | Update the World's default system groups. |