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    Class IBaker

    This class contains all the methods to bake a authoring component to an Entity.

    Inheritance
    object
    IBaker
    Baker<TAuthoringType>
    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


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