Struct BlobAssetComputationContext<TS, TB> | Entities | 0.10.0-preview.6
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Entities 0.10.0-preview.6
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    • Unity.​Assertions
      • Assert
    • Unity.​Core
      • Time​Data
      • XXHash
    • Unity.​Deformations
      • Blend​Shape​Weight
      • Skin​Matrix
    • Unity.​Entities
      • Always​Synchronize​System​Attribute
      • Always​Update​System​Attribute
      • Archetype​Chunk
      • Archetype​Chunk​Array
      • Archetype​Chunk​Buffer​Type<T>
      • Archetype​Chunk​Component​Objects<T>
      • Archetype​Chunk​Component​Type<T>
      • Archetype​Chunk​Component​Type​Dynamic
      • Archetype​Chunk​Entity​Type
      • Archetype​Chunk​Iterator
      • Archetype​Chunk​Shared​Component​Type<T>
      • Asset
      • Begin​Initialization​Entity​Command​Buffer​System
      • Begin​Presentation​Entity​Command​Buffer​System
      • Begin​Simulation​Entity​Command​Buffer​System
      • Blob​Array<T>
      • Blob​Asset​Change
      • Blob​Asset​Computation​Context<TS, TB>
      • Blob​Asset​Reference<T>
      • Blob​Asset​Reference​Change
      • Blob​Asset​Serialize​Extensions
      • Blob​Asset​Store
      • Blob​Builder
      • Blob​Builder​Array<T>
      • Blob​Ptr<T>
      • Blob​String
      • Blob​String​Extensions
      • Buffer​Accessor<T>
      • Buffer​From​Entity<T>
      • Changed​Filter​Attribute
      • Change​Version​Utility
      • Chunk​Entities​Description
      • Chunk​Header
      • Chunk​Serializable​Attribute
      • Component​Data​From​Entity<T>
      • Component​System
      • Component​System​Base
      • Component​System​Base​Managed​Component​Extensions
      • Component​System​Group
      • Component​System​Group​Extensions
      • Component​System​Sorter
      • Component​System​Sorter.​Circular​System​Dependency​Exception
      • Component​System​Sorter.​Type​Heap​Element
      • Component​Type
      • Component​Type.​Access​Mode
      • Component​Type​Flags
      • Component​Type​Hash
      • Component​Types
      • Component​Types.​Masks
      • Converter​Version​Attribute
      • Convert​To​Entity
      • Convert​To​Entity.​Mode
      • Convert​To​Entity​System
      • Default​World​Initialization
      • Disable​Auto​Creation​Attribute
      • Disable​Auto​Type​Registration
      • Disabled
      • Disallow​Ref​Return​Crossing​This​Attribute
      • Dynamic​Buffer<T>
      • Editor​Render​Data
      • End​Initialization​Entity​Command​Buffer​System
      • End​Simulation​Entity​Command​Buffer​System
      • Entity
      • Entity​Archetype
      • Entity​Changes
      • Entity​Change​Set
      • Entity​Command​Buffer
      • Entity​Command​Buffer.​Concurrent
      • Entity​Command​Buffer​Managed​Component​Extensions
      • Entity​Command​Buffer​System
      • Entity​Container
      • Entity​Guid
      • Entity​In​Chunk
      • Entity​Manager
      • Entity​Manager.​Entity​Manager​Debug
      • Entity​Manager​Differ
      • Entity​Manager​Differ​Options
      • Entity​Manager​Extensions
      • Entity​Manager​Managed​Component​Extensions
      • Entity​Manager​Null​Shim
      • Entity​Patcher
      • Entity​Query
      • Entity​Query​Builder
      • Entity​Query​Desc
      • Entity​Query​Desc​Validation​Exception
      • Entity​Query​Extensions​For​Component​Array
      • Entity​Query​Extensions​For​Transform​Access​Array
      • Entity​Query​Managed​Component​Extensions
      • Entity​Query​Mask
      • Entity​Query​Null​Shim
      • Entity​Query​Options
      • Entity​Reference​Change
      • Entity​Remap​Utility
      • Entity​Remap​Utility.​Buffer​Entity​Patch​Info
      • Entity​Remap​Utility.​Entity​Patch​Info
      • Entity​Remap​Utility.​Entity​Remap​Info
      • Entity​Remap​Utility.​Managed​Entity​Patch​Info
      • Exclude​Component<T>
      • Exclude​Component​Attribute
      • Exclusive​Entity​Transaction
      • Fast​Equality
      • Fast​Equality.​Layout
      • Fast​Equality.​Type​Info
      • Fast​Equality.​Type​Info.​Compare​Equal​Delegate
      • Fast​Equality.​Type​Info.​Get​Hash​Code​Delegate
      • Fast​Equality.​Type​Info.​Managed​Compare​Equal​Delegate
      • Fast​Equality.​Type​Info.​Managed​Get​Hash​Code​Delegate
      • Fixed​Rate​Utils
      • For​Each​Lambda​Job​Description_Set​Shared​Component
      • Game​Object​Conversion​Settings
      • Game​Object​Conversion​Utility
      • Game​Object​Conversion​Utility.​Conversion​Flags
      • Game​Object​Entity
      • Generate​Authoring​Component​Attribute
      • Hash128
      • IBuffer​Element​Data
      • IComponent​Data
      • IConvert​Game​Object​To​Entity
      • ICustom​Bootstrap
      • IDeclare​Referenced​Prefabs
      • IJob​Chunk
      • IJob​Entity​Batch
      • Initialization​System​Group
      • Internal​Buffer​Capacity​Attribute
      • Internal​Compiler​Interface
      • Internal​Compiler​Interface.​Job​Chunk​Run​Without​Job​System​Delegate
      • Internal​Compiler​Interface.​Job​Run​Without​Job​System​Delegate
      • IRef​Counted
      • IShared​Component​Data
      • ISystem​State​Buffer​Element​Data
      • ISystem​State​Component​Data
      • ISystem​State​Shared​Component​Data
      • Job​Chunk​Extensions
      • Job​Component​System
      • Job​Entity​Batch​Extensions
      • Job​For​Each​Extensions
      • Job​For​Each​Extensions.​IBase​Job​For​Each
      • Lambda​Job​Chunk​Description_Set​Shared​Component
      • Lambda​Job​Chunk​Description​Construction​Methods
      • Lambda​Job​Chunk​Description​Construction​Methods.​Job​Chunk​Delegate
      • Lambda​Job​Description​Construction​Methods
      • Lambda​Job​Description​Execution​Methods
      • Lambda​Job​Description​Execution​Methods​JCS
      • Lambda​Job​Query​Construction​Methods
      • Lambda​Single​Job​Description​Construction​Methods
      • Lambda​Single​Job​Description​Construction​Methods.​With​Code​Action
      • Lambda​Single​Job​Description​Execution​Methods
      • Lambda​Single​Job​Description​Execution​Methods​JCS
      • Late​Simulation​System​Group
      • Layer​Field​Attribute
      • Layout​Utility
      • Layout​Utility​Managed
      • Linked​Entity​Group
      • Linked​Entity​Group​Change
      • Maximum​Chunk​Capacity​Attribute
      • May​Only​Live​In​Blob​Storage​Attribute
      • Memset​Native​Array<T>
      • Native​Array​Shared​Int
      • Packed​Component
      • Packed​Component​Data​Change
      • Packed​Managed​Component​Data​Change
      • Packed​Shared​Component​Data​Change
      • Playback​Policy
      • Post​Load​Command​Buffer
      • Prefab
      • Presentation​System​Group
      • Referenced​Unity​Objects
      • Register​Generic​Component​Type​Attribute
      • Request​Scene​Loaded
      • Require​Component​Tag​Attribute
      • Requires​Entity​Conversion​Attribute
      • Restrict​Authoring​Input​To​Attribute
      • Scene​Bounding​Volume
      • Scene​Load​Flags
      • Scene​Reference
      • Scene​Section
      • Scene​Section​Data
      • Scene​Tag
      • Scene​View​World​Position​Attribute
      • Script​Behaviour​Update​Order
      • Section​Metadata​Setup
      • Simulation​System​Group
      • SOAField​Info
      • Static​Optimize​Entity
      • System​Base
      • System​Base​Registry
      • System​Base​Registry.​Forwarding​Func
      • System​State
      • Type​Hash
      • Type​Manager
      • Type​Manager.​Entity​Offset​Info
      • Type​Manager.​Forced​Memory​Ordering​Attribute
      • Type​Manager.​Type​Category
      • Type​Manager.​Type​Info
      • Type​Manager.​Type​Info​Debug
      • Type​Manager.​Type​Version​Attribute
      • Update​After​Attribute
      • Update​Before​Attribute
      • Update​In​Group​Attribute
      • Update​World​Time​System
      • World
      • World.​No​Alloc​Read​Only​Collection<T>
      • World​Extensions
      • World​Flags
      • World​System​Filter​Attribute
      • World​System​Filter​Flags
      • Write​Group​Attribute
    • Unity.​Entities.​Build​Utils
      • Mono​Extensions
      • Type​Hash
      • Type​Utils
      • Type​Utils.​Align​And​Size
    • Unity.​Entities.​Conversion
      • Multi​List​Enumerator<T>
    • Unity.​Entities.​Editor
      • Entity​Selection​Proxy
      • Entity​Selection​Proxy.​Entity​Control​Select​Button​Handler
      • Extra​Types​Provider
      • Game​Object​Entity​Editor
      • Start​Live​Link​Window
    • Unity.​Entities.​Hybrid
      • Resource​Catalog​Data
      • Resource​Meta​Data
      • Resource​Meta​Data.​Flags
      • Resource​Meta​Data.​Type
    • Unity.​Entities.​Hybrid.​Internal
      • Generated​Authoring​Component​Implementation
    • Unity.​Entities.​IL2CPPProcessing
      • Component​System​Processing
    • Unity.​Entities.​Serialization
      • Binary​Reader
      • Binary​Reader​Extensions
      • Binary​Writer
      • Binary​Writer​Extensions
      • Memory​Binary​Reader
      • Memory​Binary​Writer
      • Serialize​Utility
      • Serialize​Utility​Hybrid
      • Stream​Binary​Reader
      • Stream​Binary​Writer
    • Unity.​Entities.​Streaming
      • Entity​Scene​Optimization
    • Unity.​Entities.​Universal​Delegates
      • I<T0>
      • II<T0, T1>
      • III<T0, T1, T2>
      • IIII<T0, T1, T2, T3>
      • IIIII<T0, T1, T2, T3, T4>
      • IIIIII<T0, T1, T2, T3, T4, T5>
      • IIIIIII<T0, T1, T2, T3, T4, T5, T6>
      • IIIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • R<T0>
      • RI<T0, T1>
      • RII<T0, T1, T2>
      • RIII<T0, T1, T2, T3>
      • RIIII<T0, T1, T2, T3, T4>
      • RIIIII<T0, T1, T2, T3, T4, T5>
      • RIIIIII<T0, T1, T2, T3, T4, T5, T6>
      • RIIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RR<T0, T1>
      • RRI<T0, T1, T2>
      • RRII<T0, T1, T2, T3>
      • RRIII<T0, T1, T2, T3, T4>
      • RRIIII<T0, T1, T2, T3, T4, T5>
      • RRIIIII<T0, T1, T2, T3, T4, T5, T6>
      • RRIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRR<T0, T1, T2>
      • RRRI<T0, T1, T2, T3>
      • RRRII<T0, T1, T2, T3, T4>
      • RRRIII<T0, T1, T2, T3, T4, T5>
      • RRRIIII<T0, T1, T2, T3, T4, T5, T6>
      • RRRIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRRR<T0, T1, T2, T3>
      • RRRRI<T0, T1, T2, T3, T4>
      • RRRRII<T0, T1, T2, T3, T4, T5>
      • RRRRIII<T0, T1, T2, T3, T4, T5, T6>
      • RRRRIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRRRR<T0, T1, T2, T3, T4>
      • RRRRRI<T0, T1, T2, T3, T4, T5>
      • RRRRRII<T0, T1, T2, T3, T4, T5, T6>
      • RRRRRIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRRRRR<T0, T1, T2, T3, T4, T5>
      • RRRRRRI<T0, T1, T2, T3, T4, T5, T6>
      • RRRRRRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRRRRRR<T0, T1, T2, T3, T4, T5, T6>
      • RRRRRRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • RRRRRRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • V<T0>
      • VI<T0, T1>
      • VII<T0, T1, T2>
      • VIII<T0, T1, T2, T3>
      • VIIII<T0, T1, T2, T3, T4>
      • VIIIII<T0, T1, T2, T3, T4, T5>
      • VIIIIII<T0, T1, T2, T3, T4, T5, T6>
      • VIIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VR<T0, T1>
      • VRI<T0, T1, T2>
      • VRII<T0, T1, T2, T3>
      • VRIII<T0, T1, T2, T3, T4>
      • VRIIII<T0, T1, T2, T3, T4, T5>
      • VRIIIII<T0, T1, T2, T3, T4, T5, T6>
      • VRIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRR<T0, T1, T2>
      • VRRI<T0, T1, T2, T3>
      • VRRII<T0, T1, T2, T3, T4>
      • VRRIII<T0, T1, T2, T3, T4, T5>
      • VRRIIII<T0, T1, T2, T3, T4, T5, T6>
      • VRRIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRRR<T0, T1, T2, T3>
      • VRRRI<T0, T1, T2, T3, T4>
      • VRRRII<T0, T1, T2, T3, T4, T5>
      • VRRRIII<T0, T1, T2, T3, T4, T5, T6>
      • VRRRIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRRRR<T0, T1, T2, T3, T4>
      • VRRRRI<T0, T1, T2, T3, T4, T5>
      • VRRRRII<T0, T1, T2, T3, T4, T5, T6>
      • VRRRRIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRRRRR<T0, T1, T2, T3, T4, T5>
      • VRRRRRI<T0, T1, T2, T3, T4, T5, T6>
      • VRRRRRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRRRRRR<T0, T1, T2, T3, T4, T5, T6>
      • VRRRRRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VRRRRRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VV<T0, T1>
      • VVI<T0, T1, T2>
      • VVII<T0, T1, T2, T3>
      • VVIII<T0, T1, T2, T3, T4>
      • VVIIII<T0, T1, T2, T3, T4, T5>
      • VVIIIII<T0, T1, T2, T3, T4, T5, T6>
      • VVIIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVR<T0, T1, T2>
      • VVRI<T0, T1, T2, T3>
      • VVRII<T0, T1, T2, T3, T4>
      • VVRIII<T0, T1, T2, T3, T4, T5>
      • VVRIIII<T0, T1, T2, T3, T4, T5, T6>
      • VVRIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVRR<T0, T1, T2, T3>
      • VVRRI<T0, T1, T2, T3, T4>
      • VVRRII<T0, T1, T2, T3, T4, T5>
      • VVRRIII<T0, T1, T2, T3, T4, T5, T6>
      • VVRRIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVRRR<T0, T1, T2, T3, T4>
      • VVRRRI<T0, T1, T2, T3, T4, T5>
      • VVRRRII<T0, T1, T2, T3, T4, T5, T6>
      • VVRRRIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVRRRR<T0, T1, T2, T3, T4, T5>
      • VVRRRRI<T0, T1, T2, T3, T4, T5, T6>
      • VVRRRRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVRRRRR<T0, T1, T2, T3, T4, T5, T6>
      • VVRRRRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVRRRRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVV<T0, T1, T2>
      • VVVI<T0, T1, T2, T3>
      • VVVII<T0, T1, T2, T3, T4>
      • VVVIII<T0, T1, T2, T3, T4, T5>
      • VVVIIII<T0, T1, T2, T3, T4, T5, T6>
      • VVVIIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVR<T0, T1, T2, T3>
      • VVVRI<T0, T1, T2, T3, T4>
      • VVVRII<T0, T1, T2, T3, T4, T5>
      • VVVRIII<T0, T1, T2, T3, T4, T5, T6>
      • VVVRIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVRR<T0, T1, T2, T3, T4>
      • VVVRRI<T0, T1, T2, T3, T4, T5>
      • VVVRRII<T0, T1, T2, T3, T4, T5, T6>
      • VVVRRIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVRRR<T0, T1, T2, T3, T4, T5>
      • VVVRRRI<T0, T1, T2, T3, T4, T5, T6>
      • VVVRRRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVRRRR<T0, T1, T2, T3, T4, T5, T6>
      • VVVRRRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVRRRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVV<T0, T1, T2, T3>
      • VVVVI<T0, T1, T2, T3, T4>
      • VVVVII<T0, T1, T2, T3, T4, T5>
      • VVVVIII<T0, T1, T2, T3, T4, T5, T6>
      • VVVVIIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVR<T0, T1, T2, T3, T4>
      • VVVVRI<T0, T1, T2, T3, T4, T5>
      • VVVVRII<T0, T1, T2, T3, T4, T5, T6>
      • VVVVRIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVRR<T0, T1, T2, T3, T4, T5>
      • VVVVRRI<T0, T1, T2, T3, T4, T5, T6>
      • VVVVRRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVRRR<T0, T1, T2, T3, T4, T5, T6>
      • VVVVRRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVRRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVV<T0, T1, T2, T3, T4>
      • VVVVVI<T0, T1, T2, T3, T4, T5>
      • VVVVVII<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVIII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVR<T0, T1, T2, T3, T4, T5>
      • VVVVVRI<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVRII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVRR<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVRRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVRRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVV<T0, T1, T2, T3, T4, T5>
      • VVVVVVI<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVVII<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVVR<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVVRI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVVRR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVVV<T0, T1, T2, T3, T4, T5, T6>
      • VVVVVVVI<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVVVR<T0, T1, T2, T3, T4, T5, T6, T7>
      • VVVVVVVV<T0, T1, T2, T3, T4, T5, T6, T7>
    • Unity.​Mathematics
      • AABB
      • AABBExtensions
      • Generate​Points
      • Min​Max​AABB
    • Unity.​Profiling
      • Profiler​Marker
      • Profiler​Marker.​Auto​Scope
    • Unity.​Scenes
      • Disable​Scene​Resolve​And​Load
      • Live​Link​Mode
      • Resolved​Section​Entity
      • Resolve​Scene​Section​Utility
      • Scene​Bundle​Handle
      • Scene​System
      • Scene​System.​Load​Parameters
      • Scene​System.​Unload​Parameters
      • Scene​System​Group
      • Sub​Scene
    • Unity.​Scenes.​Editor
      • Editor​Entity​Scenes
      • Live​Link​Build​Importer
      • Live​Link​Build​Importer.​Build​Meta​Data
      • Scene​Importer​Data
      • Scene​Inspector
    • Unity.​Transforms
      • Bone​Index​Offset
      • Child
      • Composite​Rotation
      • Composite​Rotation​System
      • Composite​Scale
      • Composite​Scale​System
      • Copy​Initial​Transform​From​Game​Object
      • Copy​Initial​Transform​From​Game​Object​System
      • Copy​Transform​From​Game​Object
      • Copy​Transform​From​Game​Object​System
      • Copy​Transform​To​Game​Object
      • Copy​Transform​To​Game​Object​System
      • End​Frame​Composite​Rotation​System
      • End​Frame​Composite​Scale​System
      • End​Frame​Local​To​Parent​System
      • End​Frame​Parent​Scale​Inverse​System
      • End​Frame​Parent​System
      • End​Frame​Post​Rotation​Euler​System
      • End​Frame​Rotation​Euler​System
      • End​Frame​TRSTo​Local​To​Parent​System
      • End​Frame​TRSTo​Local​To​World​System
      • End​Frame​World​To​Local​System
      • Frozen
      • Local​To​Parent
      • Local​To​Parent​System
      • Local​To​World
      • Non​Uniform​Scale
      • Parent
      • Parent​Scale​Inverse
      • Parent​Scale​Inverse​System
      • Parent​System
      • Post​Rotation
      • Post​Rotation​Euler​System
      • Post​Rotation​Euler​XYZ
      • Post​Rotation​Euler​XZY
      • Post​Rotation​Euler​YXZ
      • Post​Rotation​Euler​YZX
      • Post​Rotation​Euler​ZXY
      • Post​Rotation​Euler​ZYX
      • Previous​Parent
      • Rotation
      • Rotation​Euler​System
      • Rotation​Euler​XYZ
      • Rotation​Euler​XZY
      • Rotation​Euler​YXZ
      • Rotation​Euler​YZX
      • Rotation​Euler​ZXY
      • Rotation​Euler​ZYX
      • Rotation​Pivot
      • Rotation​Pivot​Translation
      • Scale
      • Scale​Pivot
      • Scale​Pivot​Translation
      • Static
      • Transform​System​Group
      • Translation
      • TRSTo​Local​To​Parent​System
      • TRSTo​Local​To​World​System
      • World​To​Local
      • World​To​Local​System
    • Scripting API
    • Unity.​Entities
    • Blob​Asset​Computation​Context<TS, TB>

    Struct BlobAssetComputationContext<TS, TB>

    The BlobAssetComputationContext must be used during Authoring to ECS conversion process to detect which BlobAsset should be computed and to declare their association with a UnityObject

    Namespace: Unity.Entities
    Syntax
    public struct BlobAssetComputationContext<TS, TB> : IDisposable where TS : struct where TB : struct
    Type Parameters
    Name Description
    TS

    The type of the setting struct to be used to generate the BlobAsset

    TB

    The type of the BlobAsset to generate

    Remarks

    The context must typically be used in a three stages conversion process, for given type of BlobAsset to process. Multiple context can be used if multiple BlobAsset types are generated. Stages: 1) Each Authoring component to convert are evaluated> The user calls AssociateBlobAssetWithUnityObject(Hash128, UnityEngine.Object) to declare the association between the UnityObject owning the Authoring component and the BlobAsset being processed. Then NeedToComputeBlobAsset(Hash128) is called to determine if the BlobAsset needs to be computed or if it's already in the store (or registered for computation). The user creates the setting object that contains the necessary information to create the BlobAsset later on and calls AddBlobAssetToCompute(Hash128, TS). 2) The user creates a job to compute all BlobAsset and calls GetSettings(Allocator) to feed the job with the settings of each BlobAsset to compute. During the job execution, the BlobAsset will be created and typically stored in a result array. After the job is done, the user must call AddComputedBlobAsset(Hash128, BlobAssetReference<TB>) to add the newly created BlobAsset to the context (and the Store) 3) The user create ECS Components and attaches the BlobAsset by callingGetBlobAsset(Hash128, out BlobAssetReference<TB>). When the context will be disposed (typically after the conversion process is done), the store will be updated with the new associations between the BlobAsset and the UnityObject(s) that use them. If a BlobAsset is no longer used by any UnityObject, it will be disposed. Thread-safety: main thread only.

    Constructors

    BlobAssetComputationContext(BlobAssetStore, Int32, Allocator)

    Declaration
    public BlobAssetComputationContext(BlobAssetStore blobAssetStore, int initialCapacity, Allocator allocator)
    Parameters
    Type Name Description
    BlobAssetStore blobAssetStore
    Int32 initialCapacity
    Allocator allocator

    Properties

    IsCreated

    Declaration
    public bool IsCreated { get; }
    Property Value
    Type Description
    Boolean

    Methods

    AddBlobAssetToCompute(Hash128, TS)

    Call this method to record a setting object that will be used to compute a BlobAsset

    Declaration
    public void AddBlobAssetToCompute(Hash128 hash, TS settings)
    Parameters
    Type Name Description
    Hash128 hash

    The hash associated with the BlobAsset

    TS settings

    The setting object to store

    AddComputedBlobAsset(Hash128, BlobAssetReference<TB>)

    Add a newly created BlobAsset in the context and its Store.

    Declaration
    public void AddComputedBlobAsset(Hash128 hash, BlobAssetReference<TB> blob)
    Parameters
    Type Name Description
    Hash128 hash

    The hash associated to the BlobAsset

    BlobAssetReference<TB> blob

    The BlobAsset to add

    AssociateBlobAssetWithUnityObject(Hash128, UnityEngine.Object)

    Declare the BlobAsset being associated with the given UnityObject

    Declaration
    public void AssociateBlobAssetWithUnityObject(Hash128 hash, UnityEngine.Object unityObject)
    Parameters
    Type Name Description
    Hash128 hash

    The hash associated to the BlobAsset

    UnityEngine.Object unityObject

    The UnityObject associated with the BlobAsset

    Remarks

    One of the role of the BlobAssetComputationContext<TS, TB> is to track the new association between Authoring UnityObject and BlobAsset and report them to the BlobAssetStore to automatically track the life-time of the BlobAssetReference<T> and release the instances that are no longer used.

    Dispose()

    Dispose the Computation context, update the BlobAssetStore with the new BlobAsset/UnityObject associations

    Declaration
    public void Dispose()
    Remarks

    This method will calls UpdateBlobStore() to ensure the store is up to date.

    GetBlobAsset(Hash128, out BlobAssetReference<TB>)

    Get the blob asset for the corresponding hash

    Declaration
    public bool GetBlobAsset(Hash128 hash, out BlobAssetReference<TB> blob)
    Parameters
    Type Name Description
    Hash128 hash

    The hash associated with the BlobAsset

    BlobAssetReference<TB> blob

    The BlobAsset corresponding to the given Hash

    Returns
    Type Description
    Boolean

    true if the blob asset was found, false otherwise

    GetSettings(Allocator)

    Declaration
    public NativeArray<TS> GetSettings(Allocator allocator)
    Parameters
    Type Name Description
    Allocator allocator
    Returns
    Type Description
    NativeArray<TS>

    NeedToComputeBlobAsset(Hash128)

    During the conversion process, the user must call this method for each BlobAsset being processed, to determine if it requires to be computed

    Declaration
    public bool NeedToComputeBlobAsset(Hash128 hash)
    Parameters
    Type Name Description
    Hash128 hash

    The hash associated to the BlobAsset

    Returns
    Type Description
    Boolean

    true if the BlobAsset must be computed, false if it's already in the store or the computing queue

    UpdateBlobStore()

    Update the store with the recorded BlobAsset/UnityObject associations.

    Declaration
    public void UpdateBlobStore()
    Remarks

    User don't have to call this method because Dispose() will do it. This method can be called multiple times, on the first one will matter.

    In This Article
    • Constructors
      • BlobAssetComputationContext(BlobAssetStore, Int32, Allocator)
    • Properties
      • IsCreated
    • Methods
      • AddBlobAssetToCompute(Hash128, TS)
      • AddComputedBlobAsset(Hash128, BlobAssetReference<TB>)
      • AssociateBlobAssetWithUnityObject(Hash128, UnityEngine.Object)
      • Dispose()
      • GetBlobAsset(Hash128, out BlobAssetReference<TB>)
      • GetSettings(Allocator)
      • NeedToComputeBlobAsset(Hash128)
      • UpdateBlobStore()
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