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ScheduleAppendByRef<T>(ref 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.
Read time 1 minuteLast updated 13 days ago

Definition

  • Type: Method
  • Namespace: Unity.Jobs
  • Assembly: UnityEngine.ManagedKernelModule

ScheduleAppendByRef<T>(T, NativeList<int>, int, JobHandle)

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

Parameters

jobData

T
The job and data to schedule. In this variant, the jobData is passed by reference, which may be necessary for unusually large job structs.

List of indices to be filtered. Filtered results will be appended to this list.

arrayLength

Number of indices to filter starting from index 0.

dependsOn

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

JobHandleJobHandle The handle identifying the scheduled job. Can be used as a dependency for a later job or ensure completion on the main thread.