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Unity Engine


EntityIdsToGUIDs

Sets a GUID for every valid EntityId that is an asset.
Read time 1 minuteLast updated 12 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

EntityIdsToGUIDs(NativeArray<EntityId>, NativeArray<GUID>)

Sets a GUID for every valid EntityId that is an asset.
public static void EntityIdsToGUIDs(NativeArray<EntityId> entityIds, NativeArray<GUID> guidsOut)

Parameters

Remarks

Both arrays must be the same length and initialised before calling. The caller is responsible for the lifetime of these arrays. If an EntityId is not valid or does not refer to an Object that is an asset, the GUID will be set to default.
The
System.Span<T>
overload accepts any contiguous block of memory, such as a managed array, a stack-allocated buffer, or a NativeArray.

EntityIdsToGUIDs(ReadOnlySpan<EntityId>, Span<GUID>)

Sets a GUID for every valid EntityId that is an asset.
public static void EntityIdsToGUIDs(ReadOnlySpan<EntityId> entityIds, Span<GUID> guidsOut)

Parameters

Remarks

Both arrays must be the same length and initialised before calling. The caller is responsible for the lifetime of these arrays. If an EntityId is not valid or does not refer to an Object that is an asset, the GUID will be set to default.
The
System.Span<T>
overload accepts any contiguous block of memory, such as a managed array, a stack-allocated buffer, or a NativeArray.