# ScheduleAppend<T>(T, NativeList<int>, int, JobHandle)

> Schedules a job that will execute the filter job for all integers in indices from index 0 until arrayLength. Each integer which passes the filter (i.e. true is returned from Execute()) will be appended to the indices list.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Jobs](/engine/6000.7/script-reference/unity/jobs.md)
* **Assembly:** UnityEngine.ManagedKernelModule

```csharp
public static JobHandle ScheduleAppend<T>(this T jobData, NativeList<int> indices, int arrayLength, JobHandle dependsOn = default) where T : struct, IJobFilter
```

### Parameters

**** (T): The job and data to schedule.**** (\[NativeList\<int>]\(/engine/6000.7/script-reference/unity/collections/nativelist1)): List of indices to be filtered. Filtered results will be appended to this list.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of indices to filter starting from index 0.**** (\[JobHandle]\(/engine/6000.7/script-reference/unity/jobs/jobhandle)): Dependencies are used to ensure that a job executes on workerthreads after the dependency has completed execution. Making sure that two jobs reading or writing to same data do not run in parallel.

### Returns

| Type                                                                 | Description                                                                                                                              |
| -------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------- |
| [JobHandle](/engine/6000.7/script-reference/unity/jobs/jobhandle.md) | JobHandle The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread. |
