Class GameObjectConversionUtility | Entities | 0.10.0-preview.6
image/svg+xml
docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
Entities 0.10.0-preview.6
    Show / Hide Table of Contents
    • 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
    • Game​Object​Conversion​Utility

    Class GameObjectConversionUtility

    Inheritance
    Object
    GameObjectConversionUtility
    Namespace: Unity.Entities
    Syntax
    public static class GameObjectConversionUtility

    Methods

    ConvertGameObjectHierarchy(GameObject, GameObjectConversionSettings)

    Declaration
    public static Entity ConvertGameObjectHierarchy(GameObject root, GameObjectConversionSettings settings)
    Parameters
    Type Name Description
    GameObject root
    GameObjectConversionSettings settings
    Returns
    Type Description
    Entity

    ConvertGameObjectsToEntitiesField(GameObjectConversionSystem, GameObject[], out Entity[])

    Declaration
    public static void ConvertGameObjectsToEntitiesField(GameObjectConversionSystem conversionSystem, GameObject[] gameObjects, out Entity[] entities)
    Parameters
    Type Name Description
    GameObjectConversionSystem conversionSystem
    GameObject[] gameObjects
    Entity[] entities

    ConvertIncremental(World, IEnumerable<GameObject>, GameObjectConversionUtility.ConversionFlags)

    Declaration
    public static void ConvertIncremental(World conversionWorld, IEnumerable<GameObject> gameObjects, GameObjectConversionUtility.ConversionFlags flags)
    Parameters
    Type Name Description
    World conversionWorld
    IEnumerable<GameObject> gameObjects
    GameObjectConversionUtility.ConversionFlags flags

    ConvertIncrementalInitialize(Scene, GameObjectConversionSettings)

    Declaration
    public static World ConvertIncrementalInitialize(Scene scene, GameObjectConversionSettings settings)
    Parameters
    Type Name Description
    Scene scene
    GameObjectConversionSettings settings
    Returns
    Type Description
    World

    ConvertScene(Scene, GameObjectConversionSettings)

    Declaration
    public static void ConvertScene(Scene scene, GameObjectConversionSettings settings)
    Parameters
    Type Name Description
    Scene scene
    GameObjectConversionSettings settings

    GetEntityGuid(GameObject, Int32)

    Declaration
    public static EntityGuid GetEntityGuid(GameObject gameObject, int index)
    Parameters
    Type Name Description
    GameObject gameObject
    Int32 index
    Returns
    Type Description
    EntityGuid
    In This Article
    • Methods
      • ConvertGameObjectHierarchy(GameObject, GameObjectConversionSettings)
      • ConvertGameObjectsToEntitiesField(GameObjectConversionSystem, GameObject[], out Entity[])
      • ConvertIncremental(World, IEnumerable<GameObject>, GameObjectConversionUtility.ConversionFlags)
      • ConvertIncrementalInitialize(Scene, GameObjectConversionSettings)
      • ConvertScene(Scene, GameObjectConversionSettings)
      • GetEntityGuid(GameObject, Int32)
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023