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Unity Engine


Unity Engine


GetAllChunks

Gets all the chunks managed by this EntityManager.
Read time 1 minuteLast updated 3 days ago

Definition

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

GetAllChunks(Allocator)

Gets all the chunks managed by this EntityManager.
public NativeArray<ArchetypeChunk> GetAllChunks(Allocator allocator = Allocator.TempJob)

Parameters

allocator

The type of allocation for creating the NativeArray to hold the ArchetypeChunk objects.

Returns

Type

Description

NativeArray<ArchetypeChunk>An array of ArchetypeChunk objects referring to all the chunks in the EntityManager.World.

Remarks

Important: This method creates a sync point, which means that the EntityManager waits for all currently running jobs to complete before getting the chunk. No additional jobs can start before the method is finished. A sync point can cause a drop in performance because the ECS framework might not be able to use the processing power of all available cores.

GetAllChunks(AllocatorHandle)

Gets all the chunks managed by this EntityManager.
public NativeArray<ArchetypeChunk> GetAllChunks(AllocatorManager.AllocatorHandle allocator)

Parameters

The type of allocation for creating the NativeArray to hold the ArchetypeChunk objects.

Returns

Type

Description

NativeArray<ArchetypeChunk>An array of ArchetypeChunk objects referring to all the chunks in the EntityManager.World.

Remarks

Important: This method creates a sync point, which means that the EntityManager waits for all currently running jobs to complete before getting the chunk. No additional jobs can start before the method is finished. A sync point can cause a drop in performance because the ECS framework might not be able to use the processing power of all available cores.