• Entities package
    • What's new
    • Upgrade guide
  • Get started
    • Installation
    • ECS packages
    • ECS workflow tutorial
      • Understand the ECS workflow
      • Spawner example
        • Create the subscene for the spawner example
        • Create a component for the spawner example
        • Create the spawner entity for the spawner example
        • Create the system for the spawner example
        • Optimize the system for the spawner example
  • Entity Component System concepts
    • Entity concepts
    • Component concepts
    • System concepts
    • World concepts
    • Archetype concepts
    • Structural changes concepts
    • Safety in Entities
  • Components overview
    • Component types
      • Unmanaged components
      • Managed components
      • Shared components
        • Introducing shared components
        • Create a shared component
        • Optimize shared components
      • Cleanup components
        • Introducing cleanup components
        • Create a cleanup component
        • Cleanup shared components
      • Tag components
      • Dynamic buffer components
        • Introducing dynamic buffer components
        • Create a dynamic buffer component
        • Access dynamic buffers in a chunk
        • Reuse a dynamic buffer for multiple entities
        • Access dynamic buffers from jobs
        • Modify dynamic buffers with an entity command buffer
        • Reinterpret a dynamic buffer
      • Chunk components
        • Introducing chunk components
        • Create a chunk component
        • Use chunk components
      • Enableable components
        • Enableable components overview
        • Use enableable components
      • Singleton components
    • Add components to an entity
    • Remove components from an entity
    • Read and write component values
    • Native container component support
    • Aspect overview
      • Aspect concepts
      • Create an aspect
      • Aspect source generation
  • Systems overview
    • Introduction to systems
      • Systems comparison
        • ISystem overview
        • SystemBase overview
      • Defining and managing system data
      • System groups
      • Manage systems in multiple worlds
    • Working with systems
      • Access data
        • Ways to access data
        • SystemAPI overview
      • Schedule data changes
        • Ways to schedule data changes
        • Entity command buffer overview
          • Use an entity command buffer
          • Entity command buffer playback
          • Automatic playback and disposal of entity command buffers
        • EntityManager overview
    • Iterate over component data
      • Iterate over component data with SystemAPI.Query
      • Iterate over component data with IJobEntity
      • Iterate over component data with IJobChunk
        • Implement IJobChunk
      • Iterate manually over data
      • Iterate over component data with Entities.ForEach
        • Define and execute an Entites.ForEach lambda expression
        • Select and access data
        • Filter data
        • Use entity command buffers
    • Query data with an entity query
      • EntityQuery overview
      • Create an EntityQuery
      • EntityQuery filters
      • Write groups
      • Version numbers
    • Look up arbitrary data
    • Time
  • Entity Component System workflows
    • Convert data
      • Convert data with baking
        • Baking overview
        • Baking phases
        • Baker overview
        • Baking systems overview
        • Baking worlds overview
        • Filter baking output
        • Prefabs in baking
      • Scenes overview
        • Subscenes
        • Scene streaming
          • Scene streaming overview
          • Load a scene
          • Scene section overview
          • Scene and section meta entities
          • Scene instancing
    • Use the job system in Entities
      • Job extensions
      • Scheduling background jobs with Job.WithCode
      • Job dependencies
    • Transforms in Entities
      • Transforms concepts
      • Using transforms
      • Transforms comparison
      • Transform helper overview
      • Transform usage flags
      • Custom transforms
    • Blob assets
      • Blob assets concepts
      • Create a blob asset
    • Allocators overview
      • Prebuilt custom allocators overview
        • World update allocators
        • Entity command buffer allocators
        • System group allocators
    • Content management
      • Introduction to content management
      • Weakly reference an object
      • Weakly reference a scene
      • Load a weakly-referenced object at runtime
      • Load a weakly-referenced scene at runtime
      • Create custom content archives
      • Deliver content to an application
  • Working in the Editor
    • Entities Preferences reference
    • Entities Project Settings reference
    • Working with authoring and runtime data
    • Entities windows
      • Archetypes window
      • Components window
      • Entities Hierarchy window
      • Systems window
    • Entities Inspectors
      • Entity Inspector reference
      • System Inspector reference
      • Component Inspector reference
      • Query window reference
  • Performance and debugging
    • Entities Profiler modules
      • Entities Structural Changes Profiler module
      • Entities Memory Profiler module
    • Journaling
    • Common error messages