Struct WorldUnmanaged
A pointer-to-implementation for the unmanaged representation of a World.
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
public struct WorldUnmanaged
Remarks
This is intended to stay small (8 bytes without collections checks, 32 bytes with padding with collections checks), because it is intended to be cheaply passed around by value.
Properties
Name | Description |
---|---|
EntityManager | An interface to manipulate the World's entity data from the main thread |
Flags | The WorldFlags settings for this World |
IsCreated | Has this World been successfully initialized? |
MaximumDeltaTime | The maximum single-frame delta time permitted in this world. |
Name | The name of the World |
SequenceNumber | The World's current sequence number |
Time | The world's simulated time, include elapsed time since World creation and the delta time since the previous update. |
UpdateAllocator | Rewindable allocator instance for this World. |
Version | The World's current version number |
Methods
Name | Description |
---|---|
GetAllSystems(AllocatorHandle) | Retrieve an array of all systems in this world, both unmanaged and managed |
GetAllUnmanagedSystems(AllocatorHandle) | Retrieve an array of all unmanaged systems in this world |
GetExistingSystemState<T>() | Return the system state for an existing instance of a system of type |
GetExistingUnmanagedSystem(Type) | Return an existing instance of a system of type |
GetExistingUnmanagedSystem(SystemTypeIndex) | Return an existing instance of a system of type |
GetExistingUnmanagedSystem<T>() | Return an existing instance of a system of type |
GetUnsafeSystemRef<T>(SystemHandle) | Resolves the system handle to a reference to its underlying system instantiation. |
IsSystemValid(SystemHandle) | Checks whether a system identified by its system handle exists and is in a valid state |
ResetUpdateAllocator() | |
ResolveSystemStateRef(SystemHandle) | Resolves the system handle to a reference to its underlying system state. |
ResolveSystem<T>(SystemHandle) | Obsolete. Use GetUnsafeSystemRef<T>(SystemHandle) instead. |