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 | Use same as |
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) |