# GetBufferLookup<T>(bool)

> Manually gets a BufferLookup\<T\> object that can access a DynamicBuffer<T>.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Entities](/engine/7000.0/script-reference/unity/entities.md)
* **Assembly:** UnityEngine.EntitiesModule

```csharp
public BufferLookup<T> GetBufferLookup<T>(bool isReadOnly = false) where T : unmanaged, IBufferElementData
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether the buffer data is only read or is also written. Access data in a read-only fashion whenever possible.

### Returns

| Type                                                                                | Description                                                                                                                          |
| ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------ |
| [BufferLookup\<T>](/engine/7000.0/script-reference/unity/entities/bufferlookup1.md) | An array-like object that provides access to buffers, indexed by [Entity](/engine/7000.0/script-reference/unity/entities/entity.md). |

### Remarks

Remember to call [BufferLookup\<T>.Update](/engine/7000.0/script-reference/unity/entities/bufferlookup1/update.md).

Assign the returned object to a field of your Job struct so that you can access the contents of the buffer in a Job.

Prefer using [SystemAPI.GetBufferLookup](/engine/7000.0/script-reference/unity/entities/systemapi/getbufferlookup.md) as it will cache in OnCreate for you and call .Update(this) at the call-site.

Additional Resources: [ComponentLookup\<T>](/engine/7000.0/script-reference/unity/entities/componentlookup1.md)
