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    Struct DynamicComponentTypeHandle

    A handle to a specific component type, used to access an ArchetypeChunk's component data in a job.

    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    [NativeContainer]
    [NativeContainerSupportsMinMaxWriteRestriction]
    public struct DynamicComponentTypeHandle
    Remarks

    Passing a type handle to a job automatically registers the job as a reader or writer of that type, which allows the DOTS safety system to detect potential race conditions between concurrent jobs which access the same component type.

    To create a DynamicComponentTypeHandle, use GetDynamicComponentTypeHandle(ComponentType). While type handles can be created just in time before they're used, it is more efficient to create them once during system creation, cache them in a private field on the system, and incrementally update them with Update(SystemBase) just before use.

    If the component type is known at compile time, use ComponentTypeHandle<T>.

    Properties

    Name Description
    GlobalSystemVersion

    The global system version for which this handle is valid.

    IsReadOnly

    Reports whether this type handle was created in read-only mode.

    Methods

    Name Description
    CopyToReadOnly()

    API that allows user-code to fetch chunk component data as read-only (to avoid bumping change versions when unnecessary).

    ToFixedString()

    Returns the formatted FixedString "DynamicComponentTypeHandle[type_name_here]".

    Update(SystemBase)

    When a DynamicComponentTypeHandle is cached by a system across multiple system updates, calling this function inside the system's OnUpdate() method performs the minimal incremental updates necessary to make the type handle safe to use.

    Update(ref SystemState)

    When a DynamicComponentTypeHandle is cached by a system across multiple system updates, calling this function inside the system's OnUpdate() method performs the minimal incremental updates necessary to make the type handle safe to use.

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