Class GameObjectConversionSystem
Derive from this class to create a system that can convert GameObjects and assets into Entities.
Use one of the GameObject*Group system groups with [UpdateInGroup]
to select a particular phase of conversion
for the system (default if left unspecified is GameObjectConversionGroup).
Inherited Members
Namespace: Global Namespace
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.GameObjectConversion)]
public abstract class GameObjectConversionSystem : ComponentSystem
Properties
Name | Description |
---|---|
BlobAssetStore | |
DstEntityManager |
Methods
Name | Description |
---|---|
ConfigureEditorRenderData(Entity, GameObject, Boolean) | Configures rendering data for picking in the editor. |
CreateAdditionalEntity(Component) | Creates an additional entity in the destination world. The entity is associated with the GameObject of the given component. New entities should be created using this method since it ensures that the resulting entities have all data required for conversion correctly set up. |
CreateAdditionalEntity(Component, NativeArray<Entity>) | Creates multiple additional entities in the destination world. The entities are associated with the GameObject of the given component. New entities should be created using this method since it ensures that the resulting entities have all data required for conversion correctly set up. |
CreateAdditionalEntity(Object) | Creates an additional entity in the destination world. The entity is associated with the given object. New entities should be created using this method since it ensures that the resulting entities have all data required for conversion correctly set up. |
CreateAdditionalEntity(Object, NativeArray<Entity>) | Creates multiple additional entities in the destination world. The entities are associated with the given object. New entities should be created using this method since it ensures that the resulting entities have all data required for conversion correctly set up. |
DeclareAssetDependency(GameObject, Object) | Declares that the conversion result of the target GameObject depends on a source asset. Any changes to the source asset should trigger a reconversion of the dependent GameObject. |
DeclareDependency(Component, Component) | Declares that the conversion result of the target Component depends on another component. Any changes to the dependency should trigger a reconversion of the dependent component. |
DeclareDependency(GameObject, Component) | Declares that the conversion result of the target GameObject depends on another component. Any changes to the dependency should trigger a reconversion of the dependent component. |
DeclareDependency(GameObject, GameObject) | Declares that the conversion result of the target GameObject depends on another GameObject. Any changes to the dependency should trigger a reconversion of the dependent GameObject. |
DeclareLinkedEntityGroup(GameObject) | Adds a LinkedEntityGroup to the primary Entity of this GameObject for all Entities that are created from this GameObject and its descendants. As a result, EntityManager.Instantiate and EntityManager.SetEnabled will work on those Entities as a group. |
DeclareReferencedAsset(Object) | DeclareReferencedAsset includes the referenced asset in the conversion process. Once it has been declared, you can use GetPrimaryEntity to find the Entity for the asset. This Entity will also be tagged with the Asset component. |
DeclareReferencedPrefab(GameObject) | DeclareReferencedPrefab includes the referenced Prefab in the conversion process. Once it has been declared, you can use GetPrimaryEntity to find the Entity for the Prefab. If the object is a Prefab, all Entities in it will be made part of a LinkedEntityGroup, thus Instantiate will clone the whole group. All Entities in the Prefab will also be tagged with the Prefab component thus will not be picked up by an EntityQuery by default. |
GetEntities(Component) | Returns all entities in the destination world that are associated with the GameObject of the given component. This includes the primary entity associated with the object as well as all additional entities that were associated with this object. The first entity returned by the enumerator is the primary entity. |
GetEntities(Object) | Returns all entities in the destination world that are associated with the given object. This includes the primary entity associated with the object as well as all additional entities that were associated with this object. The first entity returned by the enumerator is the primary entity. |
GetGuidForAssetExport(Object) | |
GetPrimaryEntity(Component) | Returns the primary entity associated with the given GameObject of the given component. This entity is from the destination world. |
GetPrimaryEntity(Object) | Returns the primary entity associated with the given object. This entity is from the destination world. |
GetSceneSectionEntity(Entity) | Gets the entity representing the scene section of the entity passed in, the section entity is created if it doesn't already exist. Metadata components added to this section entity will be serialized into the entity scene header. At runtime these components will be added to the scene section entities when the scene is resolved. Only struct IComponentData components without BlobAssetReferences or Entity members are supported. |
HasPrimaryEntity(Component) | Returns true if the GameObject owning |
HasPrimaryEntity(Object) | Returns true if the |
OnCreate() | |
TryCreateAssetExportWriter(Object) | |
TryGetPrimaryEntity(Component) | |
TryGetPrimaryEntity(Object) |