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.