Class IBaker
This class contains all the methods to bake a authoring component to an Entity.
Namespace: Unity.Entities
Assembly: Unity.Entities.Hybrid.dll
Syntax
public abstract class IBaker
Methods
Name | Description |
---|---|
AddBlobAssetWithCustomHash<T>(ref BlobAssetReference<T>, Hash128) | Adds a BlobAsset to the primary Entity with a custom hash |
AddBlobAsset<T>(ref BlobAssetReference<T>, out Hash128) | Adds a BlobAsset to the primary Entity |
AddBuffer<T>() | Adds a DynamicBuffer of type T to the primary Entity |
AddBuffer<T>(Entity) | Adds a DynamicBuffer of type T to the Entity |
AddComponent(ComponentType) | Adds a component of type ComponentType to the primary Entity |
AddComponent(in ComponentTypeSet) | Adds multiple components of types ComponentType to the primary Entity |
AddComponent(Entity, ComponentType) | Adds a component of type ComponentType to the Entity |
AddComponent(Entity, in ComponentTypeSet) | Add multiple components of types ComponentType to the Entity |
AddComponentObject<T>(Entity, T) | Adds a managed component of type T to the Entity |
AddComponentObject<T>(T) | Adds a managed component of type T to the primary Entity |
AddComponent<T>() | Adds a component of type T to the primary Entity |
AddComponent<T>(Entity) | Adds a component of type T to the Entity |
AddComponent<T>(Entity, in T) | Adds a component of type T to the Entity |
AddComponent<T>(in T) | Adds a component of type T to the primary Entity |
AddSharedComponentManaged<T>(Entity, T) | Adds a managed shared component of type T to the Entity |
AddSharedComponentManaged<T>(T) | Adds a managed shared component of type T to the primary Entity |
AddSharedComponent<T>(Entity, T) | Adds a shared component of type T to the Entity |
AddSharedComponent<T>(T) | Adds a shared component of type T to the primary Entity |
AddTransformUsageFlags(Entity, TransformUsageFlags) | Adds the TransformUsageFlags to the Flags of the Entity |
AddTransformUsageFlags(TransformUsageFlags) | Adds the TransformUsageFlags to the Flags of the Entity |
AppendToBuffer<T>(Entity, T) | Append to a DynamicBuffer of type T on the Entity |
AppendToBuffer<T>(T) | Append to a DynamicBuffer of type T on the primary Entity |
CreateAdditionalEntities(NativeArray<Entity>, TransformUsageFlags, bool) | Creates an array of additional Entities tied to the primary entity. |
CreateAdditionalEntity() | Creates an additional Entity tied to the primary entity. |
CreateAdditionalEntity(TransformUsageFlags, bool, string) | Creates an additional Entity tied to the primary entity. |
DependsOnComponentInChildren<T>() | This will take a dependency on the component of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentInChildren<T>(Component) | This will take a dependency on the component of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentInChildren<T>(GameObject) | This will take a dependency on the component of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentInParent<T>() | This will take a dependency on the first component of type T in the GameObject or any of its parent. Works recursively. |
DependsOnComponentInParent<T>(Component) | This will take a dependency on the first component of type T in the GameObject or any of its parent. Works recursively. |
DependsOnComponentInParent<T>(GameObject) | This will take a dependency on the first component of type T in the GameObject or any of its parent. Works recursively. |
DependsOnComponentsInChildren<T>() | This will take a dependency on the components of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentsInChildren<T>(Component) | This will take a dependency on the components of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentsInChildren<T>(GameObject) | This will take a dependency on the components of type T in the GameObject or any of its children. Works recursively. |
DependsOnComponentsInParent<T>() | This will take a dependency on the components of type T in the GameObject or any of its parent. Works recursively. |
DependsOnComponentsInParent<T>(Component) | This will take a dependency on the components of type T in the GameObject or any of its parent. Works recursively. |
DependsOnComponentsInParent<T>(GameObject) | This will take a dependency on the components of type T in the GameObject or any of its parent. Works recursively. |
DependsOnLightBaking() | This will take a dependency on the light baking, causing the component to bake every time light mapping is baked. |
DependsOn<T>(T) | This will take a dependency on Object of type T. |
GetChild(int) | Returns the child of the GameObject |
GetChild(Component, int) | Returns the child of the GameObject |
GetChild(GameObject, int) | Returns the child of the GameObject |
GetChildCount() | Gets the number of children. |
GetChildCount(Component) | Gets the number of children for a given component. |
GetChildCount(GameObject) | Gets the number of children for a given GameObject. |
GetChildren(bool) | Returns the children of the GameObject |
GetChildren(List<GameObject>, bool) | Returns the children of the GameObject |
GetChildren(Component, bool) | Returns the children of the GameObject |
GetChildren(Component, List<GameObject>, bool) | Returns the children of the GameObject |
GetChildren(GameObject, bool) | Returns the children of the GameObject |
GetChildren(GameObject, List<GameObject>, bool) | Returns the children of the GameObject |
GetComponentInChildren<T>() | Returns the component of Type T in the GameObject or any of its children using depth first search |
GetComponentInChildren<T>(Component) | Returns the component of Type T in the GameObject or any of its children using depth first search |
GetComponentInChildren<T>(GameObject) | Returns the component of Type T in the GameObject or any of its children using depth first search |
GetComponentInParent<T>() | Retrieves the component of Type T in the GameObject or any of its parents |
GetComponentInParent<T>(Component) | Retrieves the component of Type T in the GameObject or any of its parents |
GetComponentInParent<T>(GameObject) | Retrieves the component of Type T in the GameObject or any of its parents |
GetComponent<T>() | Retrieves the component of Type T in the GameObject |
GetComponent<T>(Component) | Retrieves the component of Type T in the GameObject |
GetComponent<T>(GameObject) | Retrieves the component of Type T in the GameObject |
GetComponentsInChildren<T>() | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInChildren<T>(List<T>) | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInChildren<T>(Component) | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInChildren<T>(Component, List<T>) | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInChildren<T>(GameObject) | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInChildren<T>(GameObject, List<T>) | Returns all components of Type type in the GameObject or any of its children using depth first search. Works recursively. |
GetComponentsInParent<T>() | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponentsInParent<T>(List<T>) | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponentsInParent<T>(Component) | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponentsInParent<T>(Component, List<T>) | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponentsInParent<T>(GameObject) | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponentsInParent<T>(GameObject, List<T>) | Returns all components of Type T in the GameObject or any of its parents. Works recursively. |
GetComponents<T>() | Returns all components of Type T in the GameObject |
GetComponents<T>(List<T>) | Returns all components of Type T in the GameObject |
GetComponents<T>(Component) | Returns all components of Type T in the GameObject |
GetComponents<T>(Component, List<T>) | Returns all components of Type T in the GameObject |
GetComponents<T>(GameObject) | Returns all components of Type T in the GameObject |
GetComponents<T>(GameObject, List<T>) | Returns all components of Type T in the GameObject |
GetDotsSettings() | Gets the Settings of the DOTS player |
GetEntity() | Returns the primary Entity |
GetEntity(TransformUsageFlags) | Returns the primary Entity |
GetEntity(Component) | Returns the Entity associated with an Object |
GetEntity(Component, TransformUsageFlags) | Returns the Entity associated with an Object |
GetEntity(GameObject) | Returns the Entity associated with a GameObject |
GetEntity(GameObject, TransformUsageFlags) | Returns the Entity associated with a GameObject |
GetEntityWithoutDependency() | Returns the Entity for the baked game object without establishing a dependency. If no other bakes uses GetEntity to dependency this Entity, it will be stripped before baking pushes it into the live world. This is useful for attaching meta data that is safe to not deploy in the final game if the entity serves no other purpose. |
GetLayer() | Gets the layer of the GameObject. |
GetLayer(Component) | Gets the layer of the GameObject for a given component. |
GetLayer(GameObject) | Gets the layer of the GameObject for a given GameObject. |
GetName() | Gets the name of the GameObject. |
GetName(Component) | Gets the name of the GameObject for a given component. |
GetName(GameObject) | Gets the name of the GameObject for a given GameObject. |
GetParent() | Returns the parent of the GameObject |
GetParent(Component) | Returns the parent of the GameObject |
GetParent(GameObject) | Returns the parent of the GameObject |
GetParents() | Returns the parents of the GameObject |
GetParents(List<GameObject>) | Returns the parents of the GameObject |
GetParents(Component) | Returns the parents of the GameObject |
GetParents(Component, List<GameObject>) | Returns the parents of the GameObject |
GetParents(GameObject) | Returns the parents of the GameObject |
GetParents(GameObject, List<GameObject>) | Returns the parents of the GameObject |
GetSceneGUID() | Get the GUID of the current scene |
GetTag() | Gets the tag of the GameObject. |
GetTag(Component) | Gets the tag of the GameObject for a given component. |
GetTag(GameObject) | Gets the tag of the GameObject for a given GameObject. |
IsActive() | Checks if the GameObject is active |
IsActive(Component) | Checks if the GameObject is active for a given component. |
IsActive(GameObject) | Checks if the GameObject is active for a given GameObject. |
IsActiveAndEnabled() | Checks if the GameObject is active the component active and enabled. |
IsActiveAndEnabled(Component) | Checks if the GameObject is active the component active and enabled. |
IsBakingForEditor() | Check if the Baking is done for the Editor (not for a Build) |
IsClient() | Checks if the the authoring component is baked in the Client World |
IsServer() | Checks if the the authoring component is baked in the Server World |
IsStatic() | Checks if the GameObject is static. |
IsStatic(Component) | Checks if the GameObject is static for a given component. |
IsStatic(GameObject) | Checks if the GameObject is static for a given GameObject. |
RegisterPrefabForBaking(GameObject) | Ensures that the Prefab will be baked into a Prefab and present at Runtime |
SetBuffer<T>() | Replaces a DynamicBuffer of type T on the primary Entity |
SetBuffer<T>(Entity) | Replaces a DynamicBuffer of type T on the Entity |
SetComponentEnabled<T>(bool) | Sets the enabled value of the component on the primary Entity. |
SetComponentEnabled<T>(Entity, bool) | Sets the enabled value of the component on the Entity. |
SetComponent<T>(Entity, in T) | Replaces the value of the component on the Entity. |
SetSharedComponentManaged<T>(Entity, in T) | Replaces the value of the managed shared component on the Entity. |
SetSharedComponent<T>(Entity, in T) | Replaces the value of the shared component on the Entity. |
TryGetBlobAssetReference<T>(Hash128, out BlobAssetReference<T>) | Gets the BlobAssetReference based on a hash |