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Unity Engine


Equals

Checks whether two NavQueryBuffer values refer to the same underlying pathfinding buffer.
Read time 2 minutesLast updated 12 days ago

Definition

Equals(NavQueryBuffer)

Checks whether two NavQueryBuffer values refer to the same underlying pathfinding buffer.
public readonly bool Equals(NavQueryBuffer other)

Parameters

A NavQueryBuffer to compare this one with.

Returns

Type

Description

bool
true
if the two NavQueryBuffer values refer to the same underlying pathfinding buffer, and
false
otherwise.

Remarks

The comparison checks whether both values point to the same allocation in memory. Two NavQueryBuffer instances that were created by separate calls to the constructor are never equal, even if their
maxNodesToVisit
values are identical.

Examples

using Unity.Collections;using UnityEngine;using Unity.AI.Navigation.LowLevel;public class NavQueryBufferEqualsExample : MonoBehaviour{ void Start() { using NavWorld world = NavWorld.GetDefaultWorld(); NavQueryBuffer a = new NavQueryBuffer(world, Allocator.Persistent, 1024); NavQueryBuffer b = a; Debug.Log(a.Equals(b) ? "Both handles share the same allocation." : "Different allocations."); a.Dispose(); }}

Equals(Object)

Checks whether two NavQueryBuffer values refer to the same underlying pathfinding buffer.
public override readonly bool Equals(object obj)

Parameters

An object to interpret as a NavQueryBuffer and compare this one with.

Returns

Type

Description

bool
true
if the two NavQueryBuffer values refer to the same underlying pathfinding buffer, and
false
otherwise.

Remarks

The comparison checks whether both values point to the same allocation in memory. Two NavQueryBuffer instances that were created by separate calls to the constructor are never equal, even if their
maxNodesToVisit
values are identical.

Examples

using Unity.Collections;using UnityEngine;using Unity.AI.Navigation.LowLevel;public class NavQueryBufferEqualsExample : MonoBehaviour{ void Start() { using NavWorld world = NavWorld.GetDefaultWorld(); NavQueryBuffer a = new NavQueryBuffer(world, Allocator.Persistent, 1024); NavQueryBuffer b = a; Debug.Log(a.Equals(b) ? "Both handles share the same allocation." : "Different allocations."); a.Dispose(); }}