Class CustomPhysicsSystemGroupBase
This abstract class can be used to create a system group for a custom physics world.
You most likely want to use CustomPhysicsSystemGroup, as you don't need to implement callback methods there.
Inheritance
ComponentSystemBase
SystemBase
ComponentSystemGroup
CustomPhysicsSystemGroupBase
Inherited Members
ComponentSystemGroup.EnableSystemSorting
ComponentSystemGroup.Created
ComponentSystemGroup.ManagedSystems
ComponentSystemGroup.AddSystemToUpdateList(ComponentSystemBase)
ComponentSystemGroup.AddSystemToUpdateList(SystemHandle)
ComponentSystemGroup.RemoveSystemFromUpdateList(ComponentSystemBase)
ComponentSystemGroup.RemoveSystemFromUpdateList(SystemHandle)
ComponentSystemGroup.SortSystems()
ComponentSystemGroup.FixedRateManager
ComponentSystemGroup.RateManager
ComponentSystemGroup.SetRateManagerCreateAllocator(IRateManager)
ComponentSystemGroup.RateGroupAllocators
SystemBase.Dependency
SystemBase.CheckedStateRef
SystemBase.CompleteDependency()
SystemBase.Entities
SystemBase.Job
SystemBase.Update()
SystemBase.GetComponent<T>(Entity)
SystemBase.SetComponent<T>(Entity, T)
SystemBase.HasComponent<T>(Entity)
SystemBase.HasBuffer<T>(Entity)
SystemBase.GetEntityStorageInfoLookup()
SystemBase.GetStorageInfoFromEntity()
SystemBase.Exists(Entity)
ComponentSystemBase.Enabled
ComponentSystemBase.EntityQueries
ComponentSystemBase.GlobalSystemVersion
ComponentSystemBase.LastSystemVersion
ComponentSystemBase.EntityManager
ComponentSystemBase.World
ComponentSystemBase.SystemHandle
ComponentSystemBase.SystemHandleUntyped
ComponentSystemBase.Time
ComponentSystemBase.WorldUpdateAllocator
ComponentSystemBase.ShouldRunSystem()
ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
ComponentSystemBase.GetSharedComponentTypeHandle<T>()
ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
ComponentSystemBase.GetEntityTypeHandle()
ComponentSystemBase.RequireForUpdate(EntityQuery)
ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
ComponentSystemBase.RequireForUpdate<T>()
ComponentSystemBase.RequireSingletonForUpdate<T>()
ComponentSystemBase.HasSingleton<T>()
ComponentSystemBase.GetSingleton<T>()
ComponentSystemBase.GetSingletonRW<T>()
ComponentSystemBase.TryGetSingleton<T>(out T)
ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
ComponentSystemBase.SetSingleton<T>(T)
ComponentSystemBase.GetSingletonEntity<T>()
ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
ComponentSystemBase.GetEntityQuery(params ComponentType[])
ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
Assembly: Unity.Physics.dll
Syntax
public abstract class CustomPhysicsSystemGroupBase : ComponentSystemGroup
Constructors
CustomPhysicsSystemGroupBase(uint, bool)
Constructor. Your subclass needs to implement an empty constructor which is calling this one to properly set up the world index.
Declaration
public CustomPhysicsSystemGroupBase(uint worldIndex, bool shareStaticColliders)
Parameters
Type |
Name |
Description |
uint |
worldIndex |
A world index for a physics world.
|
bool |
shareStaticColliders |
Should static colliders be shared between main world and this one.
|
Fields
m_WorldData
Declaration
protected PhysicsWorldData m_WorldData
Field Value
m_WorldFilter
Declaration
protected PhysicsWorldIndex m_WorldFilter
Field Value
Methods
AddExistingSystemsToUpdate(List<Type>)
An interface method to specify an additional set of managed systems which are copied to the
custom physics world. This will be called the first time OnUpdate runs.
Declaration
protected virtual void AddExistingSystemsToUpdate(List<Type> systems)
Parameters
Type |
Name |
Description |
List<Type> |
systems |
The systems.
|
AddExistingUnmanagedSystemsToUpdate(List<Type>)
An interface method to specify an additional set of unmanaged systems which are copied to the
custom physics world. This will be called the first time OnUpdate runs.
Declaration
protected virtual void AddExistingUnmanagedSystemsToUpdate(List<Type> systems)
Parameters
Type |
Name |
Description |
List<Type> |
systems |
The systems.
|
PostGroupUpdateCallback()
Called after the systems in this group are updated. It is useful in cases of needing to restore system state (such as NativeArrays, NativeLists etc), after it is ran in a custom group.
Declaration
protected abstract void PostGroupUpdateCallback()
PreGroupUpdateCallback()
Called before the systems in this group are updated. It is useful in cases of needing to store system state (such as NativeArrays, NativeLists etc), before it is ran in a custom group.
Declaration
protected abstract void PreGroupUpdateCallback()
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