# SetEnabled(int, Entity, bool)

> Records a command to add or remove the Disabled component. By default EntityQuery does not include entities containing the Disabled component. Enabled entities are processed by systems, disabled entities are not. If the entity was converted from a prefab and thus has a LinkedEntityGroup component, the entire group will be enabled or disabled.

## Definition

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

```csharp
public void SetEnabled(int sortKey, Entity e, bool value)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): A unique index for each set of commands added to this EntityCommandBuffer across all parallel jobs writing commands to this buffer. The [ChunkIndexInQuery](/engine/7000.0/script-reference/unity/entities/chunkindexinquery.md) provided by [IJobEntity](/engine/7000.0/script-reference/unity/entities/ijobentity.md) is an appropriate value to use for this parameter. In an [IJobChunk](/engine/7000.0/script-reference/unity/entities/ijobchunk.md) pass the 'unfilteredChunkIndex' value from IJobChunk.Execute.**** (\[Entity]\(/engine/7000.0/script-reference/unity/entities/entity)): The entity whose component should be enabled or disabled.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): True if the specified component should be enabled, or false if it should be disabled.

### Remarks

At playback, this command throws an error if this entity is destroyed before playback, if the entity has the [Prefab](/engine/7000.0/script-reference/unity/entities/prefab.md) tag.
