EntityChanges
Contains all the changes needed to convert and revert a world from one state to another.
Read time 1 minuteLast updated 2 days ago
Definition
- Type: Struct
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
- Implements: IDisposable
public readonly struct EntityChanges : IDisposable
Remarks
Changes that convert a world from one state to another are called forward changes. Changes that revert the world from one state to another are called reverse changes. EntityChanges store the changes in unmanaged memory. Call EntityChanges.Dispose to free the used memory
Constructors
Constructor | Description |
|---|---|
| EntityChanges(Unity.Entities.EntityChangeSet,Unity.Entities.EntityChangeSet) | Initializes a new instance of the EntityChanges. |
Properties
Property | Description |
|---|---|
| AnyChanges | Checks if there is any forward or reverse change |
| ForwardChangeSet | Access to the forward change set |
| HasForwardChangeSet | Checks if there is any forward change |
| HasReverseChangeSet | Checks if there is any reverse change |
| ReverseChangeSet | Access to the reverse change set |
Methods
Method | Description |
|---|---|
| Dispose | Disposes the memory used by the change sets |