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    Namespace Unity.Entities

    Classes

    AlwaysUpdateSystemAttribute

    BeginInitializationEntityCommandBufferSystem

    BeginPresentationEntityCommandBufferSystem

    BeginSimulationEntityCommandBufferSystem

    BlobAssetSerializeExtensions

    BlobStringExtensions

    ChangedFilterAttribute

    ChangeVersionUtility

    ChunkSerializableAttribute

    States that a component type is serializable.

    CircularSystemDependencyException

    ComponentDataProxy<T>

    ComponentDataProxyBase

    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

    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.

    DuplicateEntityGuidException

    DynamicBufferProxy<T>

    EndInitializationEntityCommandBufferSystem

    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

    GameObjectConversionGroup

    GameObjectConversionSettings

    GameObjectConversionUtility

    GameObjectDeclareReferencedObjectsGroup

    GameObjectEntity

    GameObjectExportGroup

    InitializationSystemGroup

    InternalBufferCapacityAttribute

    Specifies the maximum number of elements to store inside a chunk.

    JobChunkExtensions

    Extensions for scheduling and running IJobChunk Jobs.

    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

    Specifies the maximum number of components of a type that can be stored in the same chunk.

    PlayerLoopManager

    PresentationSystemGroup

    RegisterGenericComponentTypeAttribute

    RequireComponentTagAttribute

    RequiresEntityConversionAttribute

    SceneViewWorldPositionAttribute

    ScriptBehaviourUpdateOrder

    SharedComponentDataProxy<T>

    SimulationSystemGroup

    StaticOptimizeEntity

    TypeHash

    TypeManager

    TypeManager.ForcedMemoryOrderingAttribute

    TypeManager.TypeVersionAttribute

    UpdateAfterAttribute

    UpdateBeforeAttribute

    UpdateInGroupAttribute

    WordStorage

    World

    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>

    Asset

    Marks the entity as an asset, which is used for the Export phase of GameObject conversion.

    BlobArray<T>

    BlobAssetReference<T>

    BlobBuilder

    BlobBuilderArray<T>

    BlobPtr<T>

    BlobString

    BufferAccessor<T>

    BufferFromEntity<T>

    BuildComponentDataToEntityLookupTask<TComponentData>

    ChunkHeader

    ComponentDataFromEntity<T>

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

    ComponentSystemGroup.TypeHeapElement

    ComponentType

    ComponentTypeHash

    ComponentTypes

    ComponentTypes.Masks

    Disabled

    Disables the entity.

    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.

    EntityChanges

    EntityChangeSet

    An atomic package of changes to entity and component data.

    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

    EntityManagerDiffer

    The EntityManagerDiffer is used to efficiently track changes to a given world over time.

    EntityManagerPatcher

    The EntityManagerPatcher is used apply an EntityChangeSet to a given world.

    EntityQueryBuilder

    EntityReferenceChange

    Represents an entity reference that was changed within a EntityChangeSet

    This structure references the entity by it's unique EntityGuid.

    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.

    LinkedEntityGroupChange

    MemsetNativeArray<T>

    Assign Value to each element of NativeArray

    NativeArraySharedValues<S>

    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

    PackedComponent

    Represents a packed component within an EntityChangeSet

    PackedComponentDataChange

    Represents a packed component data change within a EntityChangeSet

    PackedSharedComponentDataChange

    Prefab

    Marks the entity as a prefab, which implicitly disables the entity.

    RequestSceneLoaded

    SceneBoundingVolume

    SceneData

    SceneSection

    SceneTag

    A Unity-defined shared component assigned to all entities in the same subscene.

    SOAFieldInfo

    TypeManager.EntityOffsetInfo

    TypeManager.EqualityHelper<T>

    TypeManager.FieldInfo

    TypeManager.StaticTypeLookup<T>

    TypeManager.TypeInfo

    TypeManager.TypeInfoDebug

    Words

    Interfaces

    EntityManagerBaseInterfaceForObsolete

    IBufferElementData

    An interface for creating structs that can be stored in a DynamicBuffer<T>.

    IComponentData

    An interface for implementing general-purpose components.

    IConvertGameObjectToEntity

    ICustomBootstrap

    IDeclareReferencedPrefabs

    IDynamicBufferContainer

    IJobChunk

    IJobChunk is a type of Job that iterates over a set of ArchetypeChunk instances.

    IJobForEach<T0>

    IJobForEachWithEntity<T0>

    IRefCounted

    ISharedComponentData

    An interface for a component type whose value is shared by all entities in the same chunk.

    ISystemStateBufferElementData

    An interface for a component type that stores system-specific data in a buffer.

    ISystemStateComponentData

    An interface for a component type that stores system-specific data.

    ISystemStateSharedComponentData

    An interface for a component type that stores shared system-specific data.

    JobForEachExtensions.IBaseJobForEach

    Enums

    ComponentType.AccessMode

    ComponentTypeFlags

    ConversionError

    ConvertToEntity.Mode

    CopyError

    EntityManagerDifferOptions

    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

    In This Article
    • Classes
    • Structs
    • Interfaces
    • Enums
    • Delegates
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