Class World
Encapsulates a set of entities, component data, and systems.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
public class World
Remarks
Multiple Worlds may exist concurrently in the same application, but they are isolated from each other;
an Entity
Constructors
Name | Description |
---|---|
World(string, World |
Construct a new World instance |
World(string, World |
Construct a new World instance |
Properties
Name | Description |
---|---|
All | List of all Worlds that currently exist in the application |
Current |
Retrieve current double rewindable allocator for this World. |
Default |
Reference to the default World |
Entity |
An interface to manipulate the World's entity data from the main thread |
Flags | The World |
Is |
Has this World been successfully initialized? |
Maximum |
The maximum single-frame delta time permitted in this world. |
Name | The name of the World |
Next |
Increments whenever a world is created or destroyed, or when an EntityQuery is created. |
Quit |
Set this property to true to abort a world update after the next system update. |
Sequence |
The World's current sequence number |
Systems | List of all managed systems in this World |
Time | The world's simulated time, include elapsed time since World creation and the delta time since the previous update. |
Time |
Singleton instance of the World |
Unmanaged | Gives access to the unmanaged data of an instance of the World. This is useful when your code needs to run with Burst. |
Update |
Rewindable allocator instance for this World. |
Update |
Property to get and set enable block free flag, a flag indicating whether the allocator should enable individual block to be freed. |
Version | The World's current version number |
Methods
Name | Description |
---|---|
Add |
Adds an existing system instance to this World |
Add |
Obsolete. Use Add |
Create |
Create and return a handle to an instance of a system of type |
Create |
Create and return a handle to an instance of a system of with system type index |
Create |
Create and return an instance of a system of type |
Create |
Create and return an instance of a system of with system type index |
Create |
Create and return an instance of a system of type |
Create |
Create and return a handle to an instance of a system of type |
Destroy |
Destroy all system instances in the World. Any errors encountered during individual system destruction will be logged to the console. |
Destroy |
Destroys one of the World's existing system instances. |
Destroy |
Destroys one of the World's existing system instances. |
Dispose() | Dispose of a World instance |
Dispose |
Destroys all existing Worlds |
Get |
Return a handle to an existing instance of a system of type |
Get |
Return a handle to an existing instance of a system of type |
Get |
Return an existing instance of a system of type |
Get |
Return an existing instance of a system of type |
Get |
Return an existing instance of a system of type |
Get |
Return a handle to an existing instance of a system of type |
Get |
Retrieve the handle for the instance of a system of type |
Get |
Retrieve the handle for the instance of a system with a given system type index |
Get |
Retrieve the instance of a system of type |
Get |
Retrieve the instance of a system with a system type index |
Get |
Retrieve the instance of a system of type |
Get |
Retrieve the handle for the instance of a system of type |
Get |
Creates systems from the list of types which aren't already created in the current world. |
Pop |
Restore the previous World time, after pushing a temporary time value with Push |
Push |
Push a new temporary time value to the World's current time |
Restore |
Pop group allocator out of the stack. |
Set |
Push group allocator into a stack. |
Set |
Assigns a new value to the World's current time. |
To |
Returns the name of the World |
Update() | Update the World's default system groups. |