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    Namespace Unity.Entities

    Classes

    AlwaysUpdateSystemAttribute

    BeginInitializationEntityCommandBufferSystem

    BeginPresentationEntityCommandBufferSystem

    BeginSimulationEntityCommandBufferSystem

    ChangedFilterAttribute

    ChangeVersionUtility

    ChunkSerializableAttribute

    Attribute signifying the given type is acceptable for serializing into Chunk storage. Data in Chunk storage is treated as blittable with no special pre or post processing.

    CircularSystemDependencyException

    ComponentDataProxy<T>

    ComponentDataProxyBase

    ComponentGroupExtensionsForGameObjectArray

    ComponentSystem

    An abstract class to implement in order to create a system.

    ComponentSystemBase

    A system provides behavior in an ECS architecture.

    ComponentSystemGroup

    ConvertToEntity

    DefaultTinyWorldInitialization

    DefaultWorldInitialization

    DiffUtil

    DisableAutoCreationAttribute

    Prevents a system from being automatically created and run.

    DisableAutoTypeRegistration

    DisallowRefReturnCrossingThisAttribute

    What is this : Attribute signaling that ref returned values, of a type that has this attribute, cannot intersect with calls to methods that also have this attribute. Motivation(s): ref returns of values that are backed by native memory (unsafe), like IComponentData in ecs chunks, can have the referenced memory invalidated by certain methods. A way is needed to detect these situations a compilation time to prevent accessing invalidated references. Notes:

    • This attribute is used/feeds a Static Analyzer at compilation time.
    • Attribute transfers with aggragations: struct A has this attribute, struct B has a field of type A; both A and B are concidered to have the attribute.

    DynamicBufferProxy<T>

    EndInitializationEntityCommandBufferSystem

    EndPresentationEntityCommandBufferSystem

    EndSimulationEntityCommandBufferSystem

    EntityCommandBufferSystem

    A system that provides EntityCommandBuffer objects for other systems.

    EntityContainerPropertyBag

    EntityManager

    The EntityManager manages entities and components in a World.

    EntityManager.EntityManagerDebug

    Provides information and utility functions for debugging.

    EntityManagerExtensions

    EntityQuery

    A EntityQuery provides a queryDesc-based view of your component data.

    EntityQueryDesc

    Defines a queryDesc to find archetypes with specific components.

    EntityQueryDescValidationException

    EntityQueryExtensionsForComponentArray

    EntityQueryExtensionsForTransformAccessArray

    EntityRemapUtility

    ExcludeComponentAttribute

    FastEquality

    GameObjectAfterConversionGroup

    GameObjectBeforeConversionGroup

    GameObjectConversionDeclarePrefabsGroup

    GameObjectConversionGroup

    GameObjectConversionUtility

    GameObjectEntity

    HashMapUtility

    InitializationSystemGroup

    InternalBufferCapacityAttribute

    JobChunkExtensions

    JobComponentSystem

    An abstract class to implement in order to create a system that uses ECS-specific Jobs.

    JobForEachExtensions

    LateSimulationSystemGroup

    LayerFieldAttribute

    Attribute used to make an int field display as a layer selector drop-down.

    MaximumChunkCapacityAttribute

    PlayerLoopManager

    PresentationSystemGroup

    RegisterGenericComponentTypeAttribute

    RequireComponentTagAttribute

    RequiresEntityConversionAttribute

    SceneViewWorldPositionAttribute

    ScriptBehaviourUpdateOrder

    SharedComponentDataProxy<T>

    SimulationSystemGroup

    StaticOptimizeEntity

    TypeHash

    TypeManager

    TypeManager.ForcedMemoryOrderingAttribute

    TypeManager.TypeVersionAttribute

    UpdateAfterAttribute

    UpdateBeforeAttribute

    UpdateInGroupAttribute

    WordStorage

    World

    WorldDiffer

    WorldObsoleteExtensions

    WorldSystemFilterAttribute

    For internal use only.

    WriteGroupAttribute

    [WriteGroup] Can exclude components which are unknown at the time of creating the query that have been declared to write to the same component.

    This allows for extending systems of components safely without editing the previously existing systems.

    The goal is to have a way for systems that expect to transform data from one set of components (inputs) to another (output[s]) be able to declare that explicit transform, and they exclusively know about one set of inputs. If there are other inputs that want to write to the same output, the query shouldn't match because it's a nonsensical/unhandled setup. It's both a way to guard against nonsensical components (having two systems write to the same output value), and a way to "turn off" existing systems/queries by putting a component with the same write lock on an entity, letting another system handle it.

    Structs

    ArchetypeChunk

    ArchetypeChunkArray

    ArchetypeChunkBufferType<T>

    ArchetypeChunkComponentObjects<T>

    ArchetypeChunkComponentType<T>

    ArchetypeChunkEntityType

    ArchetypeChunkSharedComponentType<T>

    BlobArray<T>

    BlobAssetOwner

    BlobAssetReference<T>

    BlobBuilder

    BlobBuilderArray<T>

    BlobPtr<T>

    BufferAccessor<T>

    BufferFromEntity<T>

    ChunkHeader

    ComponentDataFromEntity<T>

    A NativeContainer that provides access to all instances of components of type T, indexed by Entity.

    ComponentDiff

    ComponentSystemGroup.TypeHeapElement

    ComponentType

    ComponentTypes

    ComponentTypes.Masks

    DataDiff

    DiffEntityPatch

    Disabled

    Disables the entity. By default EntityQuery does not include entities containing the Disabled component.

    DynamicBuffer<T>

    DynamicBufferContainer<T>

    EditorRenderData

    Entity

    Identifies an entity.

    EntityArchetype

    An EntityArchetype is a unique combination of component types. The EntityManager uses the archetype to group all entities that have the same sets of components.

    EntityCommandBuffer

    A thread-safe command buffer that can buffer commands that affect entities and components for later playback.

    EntityCommandBuffer.Concurrent

    Allows concurrent (deterministic) command buffer recording.

    EntityContainer

    EntityGuid

    EntityQueryBuilder

    EntityRemapUtility.BufferEntityPatchInfo

    EntityRemapUtility.EntityPatchInfo

    EntityRemapUtility.EntityRemapInfo

    EntityRemapUtility.SparseEntityRemapInfo

    ExcludeComponent<T>

    ExclusiveEntityTransaction

    FastEquality.Layout

    FastEquality.TypeInfo

    Hash128

    LayoutUtility

    Low-level utility functions for AOS->SOA (scatter) and SOA->AOS (gather) conversions.

    LayoutUtilityManaged

    LinkedEntityGroup

    The LinkedEntityGroup buffer makes the entity be the root of a set of connected entities. Referenced Prefabs automatically add a LinkedEntityGroup with the complete child hierarchy. EntityManager.Instantiate uses LinkedEntityGroup to instantiate the whole set of entities automatically. EntityManager.SetEnabled uses LinkedEntityGroup to enable the whole set of entities.

    LinkedEntityGroupAddition

    LinkedEntityGroupRemoval

    MemsetNativeArray<T>

    Assign Value to each element of NativeArray

    NativeArraySharedValues<T>

    Merge sort index list referencing NativeArray values. Provide list of shared values, indices to shared values, and lists of source i value indices with identical shared value. As an example: Given Source NativeArray: [A,A,A,B,B,C,C,A,B] Provides: Shared value indices: [0,0,0,1,1,2,2,0,1] Shared value counts: [4,3,2] (number of occurrences of a shared value) Shared values: [A,B,C] (not stored in this structure) Sorted indices: [0,1,2,7,3,4,8,5,6] (using these indices to look up values in the source array would give you [A,A,A,A,B,B,B,C,C]) Shared value start offsets (into sorted indices): [0,4,7]

    NativeString4096

    NativeString512

    NativeString64

    NativeStringView

    NumberedWords

    Prefab

    Marks the entity as a prefab, which implicitly disables the entity. By default EntityQuery does not include entities containing the Prefab component.

    RequestSceneLoaded

    SceneBoundingVolume

    SceneData

    SceneSection

    SceneTag

    SetSharedComponentDiff

    SOAFieldInfo

    TypeManager.EntityOffsetInfo

    TypeManager.EqualityHelper<T>

    TypeManager.FieldInfo

    TypeManager.StaticTypeLookup<T>

    TypeManager.TypeInfo

    TypeManager.TypeInfoDebug

    Words

    WorldDiff

    Interfaces

    EntityManagerBaseInterfaceForObsolete

    IBufferElementData

    IComponentData

    IConvertGameObjectToEntity

    ICustomBootstrap

    IDeclareReferencedPrefabs

    IDynamicBufferContainer

    IJobChunk

    IJobForEach<T0>

    IJobForEachWithEntity<T0>

    ISharedComponentData

    ISystemStateBufferElementData

    ISystemStateComponentData

    ISystemStateSharedComponentData

    JobForEachExtensions.IBaseJobForEach

    Enums

    ComponentType.AccessMode

    ConversionError

    ConvertToEntity.Mode

    CopyError

    EntityQueryOptions

    The bit flags to use for the Options field.

    FormatError

    GameObjectConversionUtility.ConversionFlags

    ParseError

    PrimitiveFieldTypes

    TypeManager.TypeCategory

    WorldSystemFilterFlags

    For internal use only.

    Delegates

    ConfigInit

    FastEquality.TypeInfo.CompareEqualDelegate

    FastEquality.TypeInfo.GetHashCodeDelegate

    PlayerLoopManager.CallbackFunction

    TypeManager.EqualityHelper<T>.EqualsFn

    TypeManager.EqualityHelper<T>.HashFn

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