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Unity Engine


Unity Engine


AddComponentForLinkedEntityGroup

Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
Read time 2 minutesLast updated 2 days ago

Definition

  • Type: Method
  • Namespace: Unity.Entities
  • Assembly: UnityEngine.EntitiesModule

AddComponentForLinkedEntityGroup<T>(Entity, EntityQueryMask, T)

Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
public void AddComponentForLinkedEntityGroup<T>(Entity e, EntityQueryMask mask, T component) where T : unmanaged, IComponentData

Parameters

The entity whose LinkedEntityGroup will be referenced.

The EntityQueryMask that is used to determine which linked entities to add the component to. Note that EntityQueryMask ignores all query filtering (including chunk filtering and enableable components), and may thus match more entities than expected.

component

T
The component value to set.

Remarks

At playback, this command throws an error if the entity is destroyed before playback, or if any of the matching linked entities cannot add the component.

AddComponentForLinkedEntityGroup(Entity, EntityQueryMask, ComponentType)

Records a command that adds a component to an entity's LinkedEntityGroup based on an EntityQueryMask. Entities in the LinkedEntityGroup that don't match the mask will be skipped safely.
public void AddComponentForLinkedEntityGroup(Entity e, EntityQueryMask mask, ComponentType componentType)

Parameters

The entity whose LinkedEntityGroup will be referenced.

The EntityQueryMask that is used to determine which linked entities to add the component to. Note that EntityQueryMask ignores all query filtering (including chunk filtering and enableable components), and may thus match more entities than expected.

componentType

The component type to add.

Remarks

At playback, this command throws an error if the entity is destroyed before playback, or if any of the matching linked entities cannot add the component.