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Unity Engine

Unity Engine

EntityManager.EntityManagerDebug

Provides information and utility functions for debugging.
Read time 1 minuteLast updated 5 days ago

Definition

  • Type: Struct
  • Namespace: Unity.Entities
  • Assembly: UnityEngine.EntitiesModule
public readonly struct EntityManager.EntityManagerDebug

Constructors

Constructor

Description

EntityManagerDebug(Unity.Entities.EntityManager)Creates an EntityManagerDebug from an EntityManager

Properties

Property

Description

EntityCountThe number of entities in the referenced EntityManager
HighestIndexEntityThe highest entity index of all the entities in the EntityManager
MemoryInitPatternA specified memory pattern used when initializing new chunks if EntityManager.EntityManagerDebug.UseMemoryInitPattern is set to true
UseMemoryInitPatternDetermines if chunks created in the EntityComponentStore use the specified EntityManager.EntityManagerDebug.MemoryInitPattern

Methods

Method

Description

CheckInternalConsistencySeveral checks to ensure that the EntityComponentStore has all references that are expected at this time as well as the expected number of entities.
GetComponentBoxedGets the component object of a given entity based on the type
GetEntityInfoCreates a string with the information about a given entity including the entity's version, index, and archetype.
IsSharedComponentManagerEmptyChecks to see if the world holds any shared component values
LogEntityInfoDebug logs information about a given entity including the entity's version, index, and archetype
PoisonUnusedDataInAllChunksSets all unused chunk data for an archetype to the specified byte value.

Static Methods

Method

Description

GetLastWriterSystemNameGets the name of the system that last modified the component type of the given chunk
GetSystemProfilerMarkerNameReturns the name used for the profiler marker of the passed system. This is useful for inspecting profiling data using the ProfilerRecorder API.