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Unity Engine


Unity Engine


DynamicComponentTypeHandle

A handle to a specific component type, used to access an ArchetypeChunk 's component data in a job.
Read time 1 minuteLast updated a day ago

Definition

  • Type: Struct
  • Namespace: Unity.Entities
  • Assembly: UnityEngine.EntitiesModule
public struct DynamicComponentTypeHandle

Remarks

Passing a type handle to a job automatically registers the job as a reader or writer of that type, which allows the DOTS safety system to detect potential race conditions between concurrent jobs which access the same component type.
To create a DynamicComponentTypeHandle, use ComponentSystemBase.GetDynamicComponentTypeHandle. While type handles can be created just in time before they're used, it is more efficient to create them once during system creation, cache them in a private field on the system, and incrementally update them with DynamicComponentTypeHandle.Update just before use.
If the component type is known at compile time, use ComponentTypeHandle<T>.

Properties

Property

Description

GlobalSystemVersionThe global system version for which this handle is valid.
IsReadOnlyReports whether this type handle was created in read-only mode.

Methods

Method

Description

CopyToReadOnlyAPI that allows user-code to fetch chunk component data as read-only (to avoid bumping change versions when unnecessary).
ToFixedStringReturns the formatted FixedString "DynamicComponentTypeHandle[type_name_here]".
UpdateWhen a DynamicComponentTypeHandle is cached by a system across multiple system updates, calling this function inside the system's OnUpdate() method performs the minimal incremental updates necessary to make the type handle safe to use.