Interface IJobChunk
IJobChunk is a type of IJob that iterates over a set of chunks. For each chunk the job runs on, the job code receives an ArchetypeChunk instance representing the full chunk, plus a bitmask indicating which entities in the chunk should be processed.
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
[JobProducerType(typeof(JobChunkExtensions.JobChunkProducer<>))]
public interface IJobChunk
Remarks
Schedule or run an IJobChunk job inside the OnUpdate() function of a
SystemBase implementation. When the system schedules or runs an IJobChunk job, it uses
the specified EntityQuery to select a set of chunks. The entities in each chunk are examined to
determine which have the necessary components enabled, according to the EntityQuery provided at
schedule time. The job struct's Execute
function is called for each chunk, along with a bitmask indicating
which entities in the chunk should be processed.
To pass data to your Execute function (beyond the Execute
parameters), add public fields to the IJobChunk
struct declaration and set those fields immediately before scheduling the job. You must always pass the
component type information for any components that the job reads or writes using a field of type,
ComponentTypeHandle<T>. Get this type information by calling the appropriate
GetComponentTypeHandle<T>(bool) function for the type of
component.
Methods
Name | Description |
---|---|
Execute(in ArchetypeChunk, int, bool, in v128) | Implement the |