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    Struct EntityTypeHandle

    A handle to the Entity component type, used to access an ArchetypeChunk's entities in a job.

    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    [NativeContainer]
    [NativeContainerIsReadOnly]
    public struct EntityTypeHandle
    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 EntityTypeHandle, use GetEntityTypeHandle(). 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.

    Methods

    Name Description
    ToFixedString()

    Returns "EntityTypeHandle".

    Update(SystemBase)

    When a EntityTypeHandle 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 EntityTypeHandle 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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