Class StaticOptimizeEntity
Authoring component that indicates that the hierarchy from this point should be considered static and can be optimized.
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
Assembly: Unity.Entities.Hybrid.dll
Syntax
[DisallowMultipleComponent]
public class StaticOptimizeEntity : MonoBehaviour
Remarks
The Static
component is added to all the entities in the hierarchy.