Method WriteEntitySectionBundle
WriteEntitySectionBundle(EntityManager, Hash128, String, Experimental.AssetImporters.AssetImportContext, Int32, List<ReferencedUnityObjects>)
Writes an EntityManager into a collection of Entity Section files.
This is referred to as an entity section bundle.
It is a header + entity binary files for each section + hybrid reference objects for each section,
this collection of files is loadable by the SceneSystem.
This function automatically slices an the EntityManager into sections based on the SceneSection shared component and writes each section to disk seperately.
This function can only be used during asset import.
Declaration
public static SceneSectionData[] WriteEntitySectionBundle(EntityManager entityManager, Hash128 sceneGUID, string sceneName, Experimental.AssetImporters.AssetImportContext importContext, int framesToRetainBlobAssets = 0, List<ReferencedUnityObjects> sectionRefObjs = null)
Parameters
Returns
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.