Struct EntityManager.EntityManagerDebug
Provides information and utility functions for debugging.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
public readonly struct EntityManager.EntityManagerDebug
Constructors
Name | Description |
---|---|
Entity |
Creates an EntityManagerDebug from an EntityManager |
Properties
Name | Description |
---|---|
Entity |
The number of entities in the referenced EntityManager |
Memory |
A specified memory pattern used when initializing new chunks if Use |
Use |
Determines if chunks created in the Entity |
Methods
Name | Description |
---|---|
Check |
Several checks to ensure that the Entity |
Get |
Returns the Authoring object for the entity. Returns null if the authoring object is not available. For example closed subscenes will always return null. |
Get |
Gets the component object of a given entity based on the type |
Get |
Gets the component object of a given entity |
Get |
Lists all entities in this world that were converted from or are associated with the game object. |
Get |
Lists all entities in this world that were converted from or are associated with the game object. |
Get |
Lists all entities in this world that were converted from or are associated with the given object. |
Get |
Creates a string with the information about a given entity including the entity's version, index, and archetype. |
Get |
Gets the name of the system that last modified the component type of the given chunk |
Get |
Returns the name used for the profiler marker of the passed system. This is useful for inspecting profiling data using the ProfilerRecorder API. |
Is |
Checks to see if the Managed |
Log |
Debug logs information about a given entity including the entity's version, index, and archetype |
Poison |
Sets all unused chunk data for an archetype to the specified byte value. |