# 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.

## Definition

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

## AddComponentForLinkedEntityGroup\<T>(Entity, EntityQueryMask, T)

Records a command that adds a component to an entity's [LinkedEntityGroup](/engine/7000.0/script-reference/unity/entities/linkedentitygroup.md) based on an [EntityQueryMask](/engine/7000.0/script-reference/unity/entities/entityquerymask.md). Entities in the [LinkedEntityGroup](/engine/7000.0/script-reference/unity/entities/linkedentitygroup.md) that don't match the mask will be skipped safely.

```csharp
public void AddComponentForLinkedEntityGroup<T>(Entity e, EntityQueryMask mask, T component) where T : unmanaged, IComponentData
```

### Parameters

**** (\[Entity]\(/engine/7000.0/script-reference/unity/entities/entity)): The entity whose LinkedEntityGroup will be referenced.**** (\[EntityQueryMask]\(/engine/7000.0/script-reference/unity/entities/entityquerymask)): 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.**** (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](/engine/7000.0/script-reference/unity/entities/linkedentitygroup.md) based on an [EntityQueryMask](/engine/7000.0/script-reference/unity/entities/entityquerymask.md). Entities in the [LinkedEntityGroup](/engine/7000.0/script-reference/unity/entities/linkedentitygroup.md) that don't match the mask will be skipped safely.

```csharp
public void AddComponentForLinkedEntityGroup(Entity e, EntityQueryMask mask, ComponentType componentType)
```

### Parameters

**** (\[Entity]\(/engine/7000.0/script-reference/unity/entities/entity)): The entity whose LinkedEntityGroup will be referenced.**** (\[EntityQueryMask]\(/engine/7000.0/script-reference/unity/entities/entityquerymask)): 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]\(/engine/7000.0/script-reference/unity/entities/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.
