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    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
    [Serializable]
    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, is for working with EntityGuid as opaque bits (the packing may change again in the future, as there are still unused bits remaining).

    b

    Use same as a field.

    Null

    Properties

    Name Description
    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(in EntityGuid, in EntityGuid)
    Inequality(in EntityGuid, in EntityGuid)
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