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    Struct SystemState

    Contains raw entity system state. Used by unmanaged systems (ISystemBase) as well as managed systems behind the scenes.

    Namespace: Unity.Entities
    Syntax
    public struct SystemState

    Properties

    Name Description
    DebugName

    Return a debug name for unmanaged systems.

    Dependency

    The ECS-related data dependencies of the system.

    Enabled

    Controls whether this system executes when its OnUpdate function is called.

    EntityManager

    The EntityManager object of the World in which this system exists.

    GlobalSystemVersion

    The current change version number in this World.

    LastSystemVersion

    The current version of this system.

    Time

    The current Time data for this system's world.

    UnmanagedMetaIndex

    Return the unmanaged type index of the system (>= 0 for ISystemBase-type systems), or -1 for managed systems.

    World

    The World in which this system exists.

    WorldUnmanaged

    The unmanaged portion of the world in which this system exists.

    Methods

    Name Description
    CompleteDependency()
    GetBufferFromEntity<T>(Boolean)

    Gets a BufferFromEntity<T> object that can access a DynamicBuffer<T>.

    GetBufferTypeHandle<T>(Boolean)

    Gets the run-time type information required to access an array of buffer components in a chunk.

    GetComponentDataFromEntity<T>(Boolean)

    Gets an dictionary-like container containing all components of type T, keyed by Entity.

    GetComponentTypeHandle<T>(Boolean)

    Gets the run-time type information required to access an array of component data in a chunk.

    GetDynamicComponentTypeHandle(ComponentType)

    Gets the run-time type information required to access an array of component data in a chunk.

    GetDynamicSharedComponentTypeHandle(ComponentType)

    Gets the run-time type information required to access a shared component data in a chunk.

    GetEntityQuery(NativeArray<ComponentType>)

    Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it.

    GetEntityQuery(ComponentType[])

    Gets the cached query for the specified component types, if one exists; otherwise, creates a new query instance and caches it.

    GetEntityQuery(EntityQueryDesc[])

    Combines an array of query description objects into a single query.

    GetEntityTypeHandle()

    Gets the run-time type information required to access the array of Entity objects in a chunk.

    GetSharedComponentTypeHandle<T>()

    Gets the run-time type information required to access a shared component data in a chunk.

    GetSingleton<T>()

    Gets the value of a singleton component.

    GetSingletonEntity<T>()

    Gets the Entity instance for a singleton.

    HasSingleton<T>()

    Checks whether a singelton component of the specified type exists.

    RequireForUpdate(EntityQuery)

    Adds a query that must return entities for the system to run. You can add multiple required queries to a system; all of them must match at least one entity for the system to run.

    RequireSingletonForUpdate<T>()

    Require that a specific singleton component exist for this system to run.

    SetSingleton<T>(T)

    Sets the value of a singleton component.

    TryGetSingleton<T>(out T)

    Gets the value of a singleton component, and returns whether or not a singleton component of the specified type exists in the World.

    TryGetSingletonEntity<T>(out Entity)

    Gets the singleton Entity, and returns whether or not a singleton Entity of the specified type exists in the World.

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