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Unity Engine


Unity Engine


Entity

Identifies an entity.
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Definition

public struct Entity : IEquatable<Entity>, IComparable<Entity>

Remarks

The entity is a fundamental part of the Entity Component System. Everything in your application that has data or an identity of its own is an entity. However, an entity doesn't contain either data or behavior itself. Instead, the data is stored in the components and the behavior is provided by the systems that process those components. The entity acts as an identifier or key to the data stored in components.
The EntityManager class manages entities and they exist within a World. An Entity struct refers to an entity, but isn't a reference. Rather, the Entity struct contains an Entity.Index that you can use to access entity data, and a Entity.Version that you can use to check whether the Index is still valid. Note that you must pass the Index or Version values to
relevant API methods, rather than accessing them directly.
To add or remove components, access components, or to destroy the entity, pass an Entity struct to methods of the EntityManager, the EntityCommandBuffer, or the ComponentSystemBase.

Properties

Property

Description

IndexThe ID of an entity.
VersionThe generational version of the entity.

Static Properties

Property

Description

NullA "blank" Entity object that does not refer to an actual entity.

Methods

Method

Description

CompareToCompare this entity against a given one
EqualsEntity instances are equal if they refer to the same entity.
GetHashCodeA hash used for comparisons.
ToFixedStringProvides a Burst compatible debugging string.
ToStringProvides a debugging string.

Operators

Operator

Description

operator ==Entity instances are equal if they refer to the same entity.
EntityIdConverts an entity to the EntityId with the same index and version.
operator !=Entity instances are equal if they refer to the same entity.