Method OnUpdate
OnUpdate(ref SystemState)
Implement OnUpdate
to perform the major work of this system.
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
Type | Name | Description |
---|---|---|
SystemState | state | The SystemState backing this system instance |
Implements
Remarks
By default, the system invokes `OnUpdate` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call RequireForUpdate<T>() or RequireForUpdate(EntityQuery) in the system's OnCreate method. For more information, see ShouldRunSystem().
You can instantiate and schedule an IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].
[sync points]: xref:concepts-structural-changes
[C# Job System]: https://docs.unity3d.com/Manual/JobSystem.html
[EntityQueries]: xref:Unity.Entities.EntityQuery
[RequireMatchingQueriesForUpdateAttribute]: xref:Unity.Entities.RequireMatchingQueriesForUpdateAttribute