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    Struct WorldUnmanaged

    A pointer-to-implementation for the unmanaged representation of a World.

    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    public struct WorldUnmanaged
    Remarks

    This is intended to stay small (8 bytes without collections checks, 32 bytes with padding with collections checks), because it is intended to be cheaply passed around by value.

    Properties

    Name Description
    EntityManager

    An interface to manipulate the World's entity data from the main thread

    Flags

    The WorldFlags settings for this World

    IsCreated

    Has this World been successfully initialized?

    MaximumDeltaTime

    The maximum single-frame delta time permitted in this world.

    Name

    The name of the World

    SequenceNumber

    The World's current sequence number

    Time

    The world's simulated time, include elapsed time since World creation and the delta time since the previous update.

    UpdateAllocator

    Rewindable allocator instance for this World.

    Version

    The World's current version number

    Methods

    Name Description
    GetAllSystems(AllocatorHandle)

    Retrieve an array of all systems in this world, both unmanaged and managed

    GetAllUnmanagedSystems(AllocatorHandle)

    Retrieve an array of all unmanaged systems in this world

    GetExistingSystemState<T>()

    Return the system state for an existing instance of a system of type T in this World.

    GetExistingUnmanagedSystem(Type)

    Return an existing instance of a system of type type in this World. Prefer the version that takes a SystemTypeIndex to avoid unnecessary reflection.

    GetExistingUnmanagedSystem(SystemTypeIndex)

    Return an existing instance of a system of type type in this World. This avoids unnecessary reflection.

    GetExistingUnmanagedSystem<T>()

    Return an existing instance of a system of type T in this World.

    GetUnsafeSystemRef<T>(SystemHandle)

    Resolves the system handle to a reference to its underlying system instantiation.

    IsSystemValid(SystemHandle)

    Checks whether a system identified by its system handle exists and is in a valid state

    ResetUpdateAllocator()
    ResolveSystemStateRef(SystemHandle)

    Resolves the system handle to a reference to its underlying system state.

    ResolveSystem<T>(SystemHandle)

    Obsolete. Use GetUnsafeSystemRef<T>(SystemHandle) instead.

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