Class TypeManager.ForceReferenceAttribute
[ForceReferenceSearch] can be applied to a managed component that is known to contain Entity, Blob and/or UnityObject references, in case that the reference is nested beyond the max search depth and can therefore not normally be found.
Namespace: Unity.Entities
Assembly: Unity.Entities.dll
Syntax
[AttributeUsage(AttributeTargets.Class|AttributeTargets.Struct)]
public class TypeManager.ForceReferenceAttribute : Attribute
Remarks
If a type nesting exceeds the max search depth without finding a reference type, it will assume there are none to be found to avoid a heavy (potentially unnecessary) performance cost of recursing further down. If you know that there is a reference further down that needs to be caught and the performance hit is acceptable you can add this attribute to forcibly mark the type as having a certain type of reference.
Constructors
Name | Description |
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ForceReferenceAttribute(bool, bool, bool) |
Fields
Name | Description |
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HasBlobReferences | Configures the TypeManager to force the component to be marked to have BlobAssetReferences. Otherwise, this will only be set if the component actually has a blob reference that can be found before the maxdepth is hit. |
HasEntityReferences | Force the component's HasEntityReferences to be true if set to true here. Otherwise, the value will only be true if the component actually has entity references that can be found before the maxdepth is hit. |
HasUnityObjectReferences | Configures the TypeManager to force the component to be marked to have UnityObjectReferences. Otherwise, this will only be set if the component actually has a UnityObjectReferences that can be found before the maxdepth is hit. |