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    Iterate over data with Entities.ForEach

    If you use the SystemBase class to create your systems, you can use the Entities.ForEach construction to define and execute algorithms over entities and their components. At compile time, Unity translates each ForEach call into a generated job.

    You pass Entities.ForEach a lambda expression, and Unity generates an entity query based on the lambda parameter types. When the generated job runs, Unity calls the lambda expression once for each entity that matches the query. ForEachLambdaJobDescription represents this generated job.

    If you use ISystem to create your systems, use SystemAPI.Query to iterate over system data. Entities.ForEach has four times slower compilation time than SystemAPI.Query and IJobEntity, so you should consider using those methods to iterate over data instead.

    Supported features

    Use Run() to execute the lambda expression on the main thread. You can also use Schedule to execute it as a single job, or ScheduleParallel to execute it as a parallel job. These different execution methods have different constraints on how you access data. Also, the Burst compiler uses a restricted subset of the C# language, so you need to specify WithoutBurst if you want to use C# features outside this subset. This includes accessing managed types.

    The following table shows which features are supported in Entities.ForEach for the different methods of scheduling available in SystemBase:

    Supported feature Run method Schedule method ScheduleParallel method
    Capture local value type Supported Supported Supported
    Capture local reference type Supported only WithoutBurst and not in ISystem Unsupported Unsupported
    Writing to captured variables Supported Unsupported Unsupported
    Use field on the system class Supported only WithoutBurst Unsupported Unsupported
    Methods on reference types Supported only WithoutBurst and not in ISystem Unsupported Unsupported
    Shared components Supported only WithoutBurst and not in ISystem Unsupported Unsupported
    Managed components Supported only WithoutBurst and not in ISystem Unsupported Unsupported
    Structural changes Supported only WithStructuralChanges and not in ISystem Unsupported Unsupported
    SystemBase.GetComponent Supported Supported Supported
    SystemBase.SetComponent Supported Supported Unsupported
    GetComponentDataFromEntity Supported Supported Supported only as ReadOnly
    HasComponent Supported Supported Supported
    WithDisposeOnCompletion Supported Supported Supported
    WithScheduleGranularity Unsupported Unsupported Supported
    WithDeferredPlaybackSystem Supported Supported Supported
    WithImmediatePlayback Supported Unsupported Unsupported
    HasBuffer Supported Supported Supported
    SystemBase.GetStorageInfoFromEntity Supported Supported Supported
    SystemBase.Exists Supported Supported Supported
    Important

    WithStructuralChanges disables Burst. Don't use this option if you want to achieve high levels of performance with Entities.ForEach. If you want to use this option, use an entity command buffer instead.

    An Entities.ForEach construction uses Roslyn source generators to translate the code you write for the construction into correct ECS code. This translation means you can express the intent of your algorithm without having to include complex, boilerplate code. However, it means that some common ways of writing code aren't allowed.

    The following features aren't supported:

    • Dynamic code in .With invocations
    • SharedComponent parameters by ref
    • Nested Entities.ForEach lambda expressions
    • Calling with a delegate stored in a variable, field, or by method
    • SetComponent with lambda parameter type
    • GetComponent with writable lambda parameter
    • Generic parameters in lambdas
    • In systems with generic parameters

    Dependencies

    By default, a system uses its Dependency property to manage its ECS-related dependencies. The system adds each job created with Entities.ForEach and Job.WithCode to the Dependency job handle in the order that they appear in the OnUpdate method. You can also pass a JobHandle to your Schedule methods to manage job dependencies manually, which then returns the resulting dependency. For more information, refer to the Dependency documentation.

    Refer to Job dependencies for more general information about job dependencies.

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