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    Struct ParentSystem

    This system maintains parent/child relationships between entities within a transform hierarchy.

    Implements
    ISystem
    Namespace: Unity.Transforms
    Assembly: Unity.Transforms.dll
    Syntax
    [BurstCompile]
    [WorldSystemFilter(WorldSystemFilterFlags.Default|WorldSystemFilterFlags.Editor, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(TransformSystemGroup))]
    public struct ParentSystem : ISystem
    Remarks

    The system guarantees the following invariants after each update:

    • If an entity has the Parent component, it refers to a valid entity.
    • If an entity has the Parent component, the specified parent entity must have a Child buffer component, and this entity must be an element of that buffer.
    • If an entity has the Parent component, it also has the PreviousParent component which refers to the same valid entity.
    • If an entity does not have the Parent component, it is not a member of any entity's Child buffer.
    • If an entity does not have the Parent component, it does not have the PreviousParent component.

    Methods

    Name Description
    OnCreate(ref SystemState)

    Called when this system is created.

    OnCreateForCompiler(ref SystemState)

    Generated by compilation pipeline and used internally.

    OnUpdate(ref SystemState)

    Implement OnUpdate to perform the major work of this system.

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