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    Interface IJobChunk

    IJobChunk is a type of IJob that iterates over a set of chunks. For each chunk the job runs on, the job code receives an ArchetypeChunk instance representing the full chunk, plus a bitmask indicating which entities in the chunk should be processed.

    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    [JobProducerType(typeof(JobChunkExtensions.JobChunkProducer<>))]
    public interface IJobChunk
    Remarks

    Schedule or run an IJobChunk job inside the OnUpdate() function of a SystemBase implementation. When the system schedules or runs an IJobChunk job, it uses the specified EntityQuery to select a set of chunks. The entities in each chunk are examined to determine which have the necessary components enabled, according to the EntityQuery provided at schedule time. The job struct's Execute function is called for each chunk, along with a bitmask indicating which entities in the chunk should be processed.

    To pass data to your Execute function (beyond the Execute parameters), add public fields to the IJobChunk struct declaration and set those fields immediately before scheduling the job. You must always pass the component type information for any components that the job reads or writes using a field of type, ComponentTypeHandle<T>. Get this type information by calling the appropriate GetComponentTypeHandle<T>(bool) function for the type of component.

    Methods

    Name Description
    Execute(in ArchetypeChunk, int, bool, in v128)

    Implement the Execute function to perform a unit of work on an ArchetypeChunk representing a chunk.

    See Also

    JobChunkExtensions
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