Struct EntityGuid
This component is attached to converted Entities and is guaranteed to be unique within a World. It can be used to map back to the authoring GameObject from which it was converted. Note that an EntityGuid does not have enough information to be persistent across sessions.
Namespace: Unity.Entities
Syntax
public struct EntityGuid : IComponentData, IEquatable<EntityGuid>, IComparable<EntityGuid>
Constructors
| Name | Description |
|---|---|
| EntityGuid(Int32, Byte, UInt32) |
Fields
| Name | Description |
|---|---|
| a | This field, when combined with |
| b | Use same as |
| Null |
Properties
| Name | Description |
|---|---|
| NamespaceId | An ID that supports multiple primary groupings of converted Entities with the same originating object. ID zero is reserved for default conversions. Nonzero ID's are for the developer to manage. |
| OriginatingId | Session-unique ID for originating object (typically the authoring GameObject's InstanceID). |
| Serial | A unique number used to differentiate Entities associated with the same originating object and namespace. |
Methods
| Name | Description |
|---|---|
| CompareTo(EntityGuid) | |
| Equals(Object) | |
| Equals(EntityGuid) | |
| GetHashCode() | |
| ToString() |
Operators
| Name | Description |
|---|---|
| Equality(EntityGuid, EntityGuid) | |
| Inequality(EntityGuid, EntityGuid) |