Method RequireForUpdate
RequireForUpdate(EntityQuery)
Adds a query that must return entities for the system to run. You can add multiple required queries to a system; all of them must match at least one entity for the system to run.
Declaration
public void RequireForUpdate(EntityQuery query)
Parameters
Type | Name | Description |
---|---|---|
EntityQuery | query | A query that must match entities this frame in order for this system to run. |
Remarks
Any queries added through RequireForUpdate override all other queries cached by this system. In other words, if any required query does not find matching entities, the update is skipped even if another query created for the system (either explicitly or implicitly) does match entities and vice versa.
Note that for components that implement <xref href="Unity.Entities.IEnableableComponent" data-throw-if-not-resolved="false"></xref>
this method ignores whether the component is enabled or not, it only checks whether it exists.
It also ignores any other filters placed
See Also
RequireForUpdate<T>()
Require that a specific component exist for this system to run. Also includes any components added to a system. See SystemHandle for more info on that.
Declaration
[ExcludeFromBurstCompatTesting("Eventually accesses managed World")]
public void RequireForUpdate<T>()
Type Parameters
Name | Description |
---|---|
T | The IComponentData subtype of the component. |
Remarks
Any queries added through RequireForUpdate override all other queries cached by this system. In other words, if any required query does not find matching entities, the update is skipped even if another query created for the system (either explicitly or implicitly) does match entities and vice versa.
Note that for components that implement <xref href="Unity.Entities.IEnableableComponent" data-throw-if-not-resolved="false"></xref>
this method ignores whether the component is enabled or not, it only checks whether it exists.