Enum EntityManagerDifferOptions
Parameters used to configure the the execution of the differ.
Namespace: Unity.Entities
Syntax
[Flags]
public enum EntityManagerDifferOptions
Fields
Name | Description | Value |
---|---|---|
None | 0 | |
IncludeForwardChangeSet | If set; the resulting EntityChanges will include the forward change set. |
2 |
IncludeReverseChangeSet | If set; the resulting EntityChanges will include the reverse change set. This can be applied to the world to reverse the changes (i.e. undo). |
4 |
FastForwardShadowWorld | If set; the shadow world will be updated with the latest changes. |
8 |
ClearMissingReferences | If set; all references to destroyed or missing entities will be set to Entity.Null before computing changes. When applying a change this is needed to patch references to restored entities (they were destroyed but are being brought back by the change set). |
16 |
ValidateUniqueEntityGuid | If this flag is set; the entire world is checks for duplicate EntityGuid components. |
32 |
Default | The default set of options used by the Unity.Entities.EntityDiffer |
62 |
UseReferentialEquality | If set, components are not compared bit-wise. Bit-wise comparison implies that two components that have references to entities that have the same GUID but different indices/versions are different. Similarly blob asset references to blob assets that have the same hash but live at different addresses will be considered different as well. This is often not desirable. For these cases, it is more apt to check that GUIDs and hashes match. |
64 |