Class EndJointConversionSystem | Unity Physics | 0.5.1-preview.2
docs.unity3d.com
    Show / Hide Table of Contents

    Class EndJointConversionSystem

    A system that is updated after all built-in conversion systems that produce PhysicsJoint.

    Inheritance
    Object
    ComponentSystemBase
    ComponentSystem
    GameObjectConversionSystem
    EndJointConversionSystem
    Inherited Members
    GameObjectConversionSystem.OnCreate()
    GameObjectConversionSystem.ForkSettings(Byte)
    GameObjectConversionSystem.ShouldRunConversionSystem()
    GameObjectConversionSystem.DeclareReferencedPrefab(GameObject)
    GameObjectConversionSystem.DeclareReferencedAsset(Object)
    GameObjectConversionSystem.DeclareLinkedEntityGroup(GameObject)
    GameObjectConversionSystem.DeclareDependency(GameObject, GameObject)
    GameObjectConversionSystem.DeclareDependency(Component, Component)
    GameObjectConversionSystem.DeclareAssetDependency(GameObject, Object)
    GameObjectConversionSystem.HasPrimaryEntity(Object)
    GameObjectConversionSystem.HasPrimaryEntity(Component)
    GameObjectConversionSystem.TryGetPrimaryEntity(Object)
    GameObjectConversionSystem.TryGetPrimaryEntity(Component)
    GameObjectConversionSystem.GetPrimaryEntity(Object)
    GameObjectConversionSystem.GetPrimaryEntity(Component)
    GameObjectConversionSystem.GetSceneSectionEntity(Entity)
    GameObjectConversionSystem.CreateAdditionalEntity(Object)
    GameObjectConversionSystem.CreateAdditionalEntity(Component)
    GameObjectConversionSystem.CreateAdditionalEntity(UnityEngine.Object, Unity.Collections.NativeArray<Unity.Entities.Entity>)
    GameObjectConversionSystem.CreateAdditionalEntity(UnityEngine.Component, Unity.Collections.NativeArray<Unity.Entities.Entity>)
    GameObjectConversionSystem.GetEntities(Object)
    GameObjectConversionSystem.GetEntities(Component)
    GameObjectConversionSystem.GetBuildConfigurationComponent<T>()
    GameObjectConversionSystem.TryGetBuildConfigurationComponent<T>(T)
    GameObjectConversionSystem.ShouldRunConversionSystem(System.Type)
    GameObjectConversionSystem.BuildHasType(System.Type)
    GameObjectConversionSystem.BuildHasType(System.Type[])
    GameObjectConversionSystem.AddHybridComponent(Component)
    GameObjectConversionSystem.GetGuidForAssetExport(Object)
    GameObjectConversionSystem.TryCreateAssetExportWriter(Object)
    GameObjectConversionSystem.ConfigureEditorRenderData(Entity, GameObject, Boolean)
    GameObjectConversionSystem.OnCreateForCompiler()
    GameObjectConversionSystem.DstEntityManager
    GameObjectConversionSystem.BlobAssetStore
    ComponentSystem.InitEntityQueryCache(Int32)
    ComponentSystem.Update()
    Unity.Entities.ComponentSystem.OnCreateForCompiler()
    ComponentSystem.PostUpdateCommands
    ComponentSystem.Entities
    ComponentSystemBase.OnCreate()
    ComponentSystemBase.OnStartRunning()
    ComponentSystemBase.OnStopRunning()
    ComponentSystemBase.ShouldRunSystem()
    Unity.Entities.ComponentSystemBase.GetComponentTypeHandle<T>(System.Boolean)
    Unity.Entities.ComponentSystemBase.GetDynamicComponentTypeHandle(Unity.Entities.ComponentType)
    Unity.Entities.ComponentSystemBase.GetBufferTypeHandle<T>(System.Boolean)
    Unity.Entities.ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    Unity.Entities.ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.GetComponentDataFromEntity<T>(Boolean)
    ComponentSystemBase.GetBufferFromEntity<T>(Boolean)
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.GetEntityQuery(ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(EntityQueryDesc[])
    ComponentSystemBase.GetArchetypeChunkComponentType<T>(Boolean)
    ComponentSystemBase.GetArchetypeChunkComponentTypeDynamic(ComponentType)
    ComponentSystemBase.GetArchetypeChunkBufferType<T>(Boolean)
    ComponentSystemBase.GetArchetypeChunkSharedComponentType<T>()
    ComponentSystemBase.GetArchetypeChunkEntityType()
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.Time
    Unity.Entities.ComponentSystemBase.ExecutingSystemType
    Namespace: Unity.Physics.Authoring
    Syntax
    public class EndJointConversionSystem : GameObjectConversionSystem

    Methods

    CreateJointEntities(Component, PhysicsConstrainedBodyPair, NativeArray<PhysicsJoint>, NativeList<Entity>)

    Create several new entities for a joint associated with the specified authoring component. Other systems can later find these joints by using GetJointEntities(Component, NativeList<Entity>). Use this method instead of CreateJointEntity(Component, PhysicsConstrainedBodyPair, PhysicsJoint) when the behavior specified by the authoring component requires multiple PhysicsJoint components to describe. The new entities will have all required component types, buffers, as well as readable names in the Entity Debugger.

    Declaration
    public void CreateJointEntities(Component authoringComponent, PhysicsConstrainedBodyPair constrainedBodyPair, NativeArray<PhysicsJoint> joints, NativeList<Entity> newJointEntities = null)
    Parameters
    Type Name Description
    Component authoringComponent

    An authoring component being converted.

    PhysicsConstrainedBodyPair constrainedBodyPair

    A component describing the bodies constrained by the joints.

    NativeArray<PhysicsJoint> joints

    The set of reference frames and corresponding constraints to apply to the bodies.

    NativeList<Entity> newJointEntities

    An optional list to populate with all of the new entities.

    CreateJointEntity(Component, PhysicsConstrainedBodyPair, PhysicsJoint)

    Create a new entity for a joint associated with the specified authoring component. Other systems can later find this joint by using GetJointEntities(Component, NativeList<Entity>). Use this method when the behavior specified by the authoring component can be described with a single PhysicsJoint (see also CreateJointEntities(Component, PhysicsConstrainedBodyPair, NativeArray<PhysicsJoint>, NativeList<Entity>)). The new entity will have all required component types as well as a readable name in the Entity Debugger.

    Declaration
    public Entity CreateJointEntity(Component authoringComponent, PhysicsConstrainedBodyPair constrainedBodyPair, PhysicsJoint joint)
    Parameters
    Type Name Description
    Component authoringComponent

    An authoring component being converted.

    PhysicsConstrainedBodyPair constrainedBodyPair

    A component describing the bodies constrained by the joint.

    PhysicsJoint joint

    The reference frames and set of constraints to apply to the bodies.

    Returns
    Type Description
    Entity

    A new entity with all required component types.

    GetJointEntities(Component, NativeList<Entity>)

    Get all joint entities that have been produced by the specified authoring component. In order to work, these entities must have been produced by either CreateJointEntity(Component, PhysicsConstrainedBodyPair, PhysicsJoint) or CreateJointEntities(Component, PhysicsConstrainedBodyPair, NativeArray<PhysicsJoint>, NativeList<Entity>).

    Declaration
    public void GetJointEntities(Component authoringComponent, NativeList<Entity> jointEntities)
    Parameters
    Type Name Description
    Component authoringComponent

    The authoring component that produced one or more joint entities.

    NativeList<Entity> jointEntities

    A list to populate with all of the joint entities.

    OnDestroy()

    Declaration
    protected override void OnDestroy()
    Overrides
    ComponentSystemBase.OnDestroy()

    OnUpdate()

    Declaration
    protected override void OnUpdate()
    Overrides
    ComponentSystem.OnUpdate()
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023