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    Class SystemAPI.ManagedAPI

    The managed half of SystemAPI. It's exactly what you'd expect. Managed versions of API found in SystemAPI, that only runs on main thread. You can use this in ISystem and SystemBase.

    Inheritance
    object
    SystemAPI.ManagedAPI
    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    public static class SystemAPI.ManagedAPI

    Methods

    Name Description
    GetComponentTypeHandle<T>(bool)

    Gets the run-time type information required to access an array of component data in a chunk.

    GetComponent<T>(Entity)

    Look up the value of a component for an entity.

    GetComponent<T>(SystemHandle)

    Gets the value of a component for an entity associated with a system.

    GetSharedComponentTypeHandle<T>()

    Gets the run-time type information required to access a shared component data in a chunk.

    GetSingletonEntity<T>()

    Gets the Entity instance for a singleton.

    GetSingleton<T>()

    Gets the value of a singleton component.

    HasComponent<T>(Entity)

    Checks whether an entity has a specific type of component.

    HasComponent<T>(SystemHandle)

    Checks whether an entity associated with a system has a specific type of component.

    HasSingleton<T>()

    Checks whether a singleton component of the specified type exists.

    IsComponentEnabled<T>(Entity)

    Checks whether the IComponentData of type T is enabled on the specified Entity. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.

    IsComponentEnabled<T>(SystemHandle)

    Checks whether the IComponentData of type T is enabled on the specified system using a SystemHandle. For the purposes of EntityQuery matching, a system with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.

    SetComponentEnabled<T>(Entity, bool)

    Enable or disable the IComponentData of type T on the specified Entity. This operation does not cause a structural change (even if it occurs on a worker thread), or affect the value of the component. For the purposes of EntityQuery matching, an entity with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.

    SetComponentEnabled<T>(SystemHandle, bool)

    Enable or disable the IComponentData of type T on the specified system using a SystemHandle. This operation does not cause a structural change (even if it occurs on a worker thread), or affect the value of the component. For the purposes of EntityQuery matching, a system with a disabled component will behave as if it does not have that component. The type T must implement the IEnableableComponent interface.

    TryGetSingletonEntity<T>(out Entity)

    Gets the singleton Entity, and returns whether or not a singleton Entity of the specified type exists in the World.

    TryGetSingleton<T>(out T)

    Gets the value of a singleton component, and returns whether or not a singleton component of the specified type exists in the World.

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