Class LinkedEntityGroupAuthoring
Add a LinkedEntityGroup authoring component to your game object to add a LinkedEntityGroup buffer element containing its primary and additional entities and all its children primary and additional entities.
Inherited Members
Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Scene)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Entities.Hybrid.Baking
Assembly: Unity.Entities.Hybrid.dll
Syntax
[DisallowMultipleComponent]
public class LinkedEntityGroupAuthoring : MonoBehaviour