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
Assembly: solution.dll
Syntax
[Serializable]
public struct EntityGuid : IComponentData, IQueryTypeParameter
Constructors
Name | Description |
---|---|
EntityGuid(int, int, uint, uint) | Initializes a new instance of the EntityGuid. |
Fields
Name | Description |
---|---|
Null | Static value that represents an invalid EntityGuid. |
a | This field, when combined with |
b | Use same as |
Properties
Name | Description |
---|---|
OriginatingId | Session-unique ID for originating object (typically the authoring GameObject's InstanceID). |
OriginatingSubId | Secondary session-unique ID for the originating object. This is typically the authoring Component's InstanceID. |
Serial | A unique number used to differentiate Entities associated with the same originating object and namespace. |
Methods
Name | Description |
---|---|
CompareTo(EntityGuid) | Compares an EntityGuid against a given one to find their sort order. |
Equals(object) | Checks if two objects are EntityGuid instances and if they are equal. |
Equals(EntityGuid) | Checks if two EntityGuid instances are equal. |
GetHashCode() | Computes a hashcode to support hash-based collections. |
ToString() | Converts this EntityGuid to a standard C# string representation. |
Operators
Name | Description |
---|---|
operator ==(in EntityGuid, in EntityGuid) | Checks if two EntityGuid instances are equal. |
operator !=(in EntityGuid, in EntityGuid) | Checks if two EntityGuid instances aren't equal. |