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    Method AddComponentObject

    AddComponentObject(Entity, object)

    Adds a managed UnityEngine.Component object to an entity.

    Declaration
    [ExcludeFromBurstCompatTesting("Takes managed object")]
    public void AddComponentObject(Entity entity, object componentData)
    Parameters
    Type Name Description
    Entity entity

    The entity to modify.

    object componentData

    An object inheriting UnityEngine.Component.

    Remarks

    Accessing data in a managed object forfeits many opportunities for increased performance. Adding managed objects to an entity should be avoided or used sparingly.

    Adding a component changes an entity's archetype and results in the entity being moved to a different chunk.

    The method also works for adding managed objects implementing IComponentData, but AddComponentData is the preferred method for those objects.

    Important: This method creates a sync point, which means that the EntityManager waits for all currently running jobs to complete before adding the object. No additional jobs can start before the method is finished. A sync point can cause a drop in performance because the ECS framework might not be able to use the processing power of all available cores.

    Exceptions
    Type Condition
    ArgumentNullException

    If the componentData object is not an instance of UnityEngine.Component.

    AddComponentObject(SystemHandle, object)

    Adds a managed UnityEngine.Component object to an entity associated with a system.

    Declaration
    [ExcludeFromBurstCompatTesting("Takes managed object")]
    public void AddComponentObject(SystemHandle system, object componentData)
    Parameters
    Type Name Description
    SystemHandle system

    The system handle with the system entity to modify.

    object componentData

    An object inheriting UnityEngine.Component.

    Remarks

    Accessing data in a managed object forfeits many opportunities for increased performance. Adding managed objects to an entity should be avoided or used sparingly.

    Adding a component changes an entity's archetype and results in the entity being moved to a different chunk.

    The method also works for adding managed objects implementing IComponentData, but AddComponentData is the preferred method for those objects.

    Important: This method creates a sync point, which means that the EntityManager waits for all currently running jobs to complete before adding the object. No additional jobs can start before the method is finished. A sync point can cause a drop in performance because the ECS framework might not be able to use the processing power of all available cores.

    Exceptions
    Type Condition
    ArgumentNullException

    If the componentData object is not an instance of UnityEngine.Component.

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