• Entities package
    • What's new
  • Upgrade guide
  • Get started
    • Installation
    • ECS packages
    • ECS workflow examples
      • Introduction to the ECS workflow
      • Starter ECS workflow
      • Authoring and baking workflow
      • Prefab instantiation workflow
  • Entity component system concepts
    • Entity component system introduction
    • Entity concepts
    • Component concepts
    • System concepts
    • World concepts
    • Archetype concepts
    • Structural changes concepts
    • Safety in Entities
  • Programming in Entities
    • Use the job system in Entities
      • Job system in Entities introduction
      • Job scheduling overhead
      • Job dependencies
    • Organize data with components
      • Component types
        • Unmanaged components
        • Managed components
        • Shared components
          • Shared components introduction
          • Create a shared component
          • Optimize shared components
        • Cleanup components
          • Cleanup components introduction
          • Create a cleanup component
          • Cleanup shared components
        • Tag components
        • Dynamic buffer components
          • Dynamic buffer components introduction
          • Create a dynamic buffer component
          • Set the capacity of a dynamic buffer
          • Access dynamic buffers in a chunk
          • Access dynamic buffers from jobs
          • Modify dynamic buffers with an entity command buffer
          • Reinterpret a dynamic buffer
        • Chunk components
          • Chunk components introduction
          • Create a chunk component
          • Use chunk components
        • Enableable components
          • Enableable components introduction
          • Use enableable components
        • Singleton components
      • Add components to an entity
      • Remove components from an entity
      • Read and write component values
      • Native container component support
    • Systems introduction
      • Systems comparison
      • ISystem overview
      • SystemBase overview
      • System groups
      • Organize system data
      • Reference Unity objects in your code
      • Data granularity
      • Manage systems in multiple worlds
      • Access data
        • Access data on the main thread
        • SystemAPI overview
      • Time considerations
      • Optimize systems
    • Manage structural changes
      • Manage structural changes introduction
      • Defer structural changes
        • Entity command buffer overview
        • Use an entity command buffer
        • Entity command buffer playback
        • Automatic playback and disposal of entity command buffers
      • Manage structural changes with EntityManager
      • Manage structural changes with enableable components
      • Optimize structural changes
    • Iterate over component data
      • Iterate over component data with SystemAPI.Query
      • Iterate over component data with IJobEntity
      • Iterate over chunks of data with IJobChunk
        • Implement IJobChunk
      • Iterate manually over data
      • Iterate over SystemBase component data
        • Define and execute an Entites.ForEach lambda expression
        • Select and access data
        • Filter data
        • Use entity command buffers
      • Query data with an entity query
        • EntityQuery overview
        • Create an EntityQuery
        • EntityQuery filters
        • Write groups
        • Version numbers
      • Look up arbitrary data
    • Transforms
      • Transforms concepts
      • Use transforms
      • Transforms comparison
      • Transform helper overview
      • Transform usage flags
      • Custom transforms
    • Aspect overview
      • Aspect concepts
      • Create an aspect
      • Aspect source generation
    • Store immutable data with blob assets
      • Blob assets concepts
      • Create a blob asset
    • Implement state machines
  • Convert data
    • Convert data with baking
      • Baking overview
      • Baking phases
      • Baker overview
      • Baking systems overview
      • Baking worlds overview
      • Filter baking output
      • Prefabs in baking
      • Linked entity groups
    • Scenes overview
      • Subscenes
      • Scene streaming
        • Scene streaming overview
        • Load a scene
        • Scene section overview
        • Scene and section meta entities
        • Scene instancing
  • Content management
    • Introduction to content management
    • Weakly reference an object
    • Weakly reference a scene
    • Load a weakly-referenced object at runtime
    • Load a weakly-referenced scene at runtime
    • Create custom content archives
    • Deliver content to an application
  • Entities Unity Editor reference
    • Entities Preferences reference
    • Entities Project Settings reference
    • Authoring and runtime data modes
    • Entities windows reference
      • Archetypes window reference
      • Components window
      • Entities Hierarchy window reference
      • Systems window reference
    • Entities Inspectors reference
      • Entity Inspector reference
      • System Inspector reference
      • Component Inspector reference
      • Query window reference
  • Performance and debugging
    • Entities performance considerations
      • Manage chunk allocations
      • Manage sync points
    • Entities Profiler modules
      • Entities Profiler modules introduction
      • Entities Structural Changes Profiler module reference
      • Entities Memory Profiler module reference
    • Memory allocators
      • Memory allocators overview
      • Prebuilt custom allocators overview
      • World update allocators
      • Entity command buffer allocators
      • System group allocators
    • Journaling
    • Common error messages