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Unity Engine


Unity Engine


GetAllEntities

Gets all the entities managed by this EntityManager.
Read time 2 minutesLast updated a day ago

Definition

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

GetAllEntities(Allocator)

Gets all the entities managed by this EntityManager.
public NativeArray<Entity> GetAllEntities(Allocator allocator = Allocator.Temp)

Parameters

allocator

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

Returns

Type

Description

NativeArray<Entity>An array of Entity objects referring to all the entities in the World.

Remarks

Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before getting the entities and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.

GetAllEntities(AllocatorHandle)

Gets all the entities managed by this EntityManager.
public NativeArray<Entity> GetAllEntities(AllocatorManager.AllocatorHandle allocator)

Parameters

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

Returns

Type

Description

NativeArray<Entity>An array of Entity objects referring to all the entities in the World.

Remarks

Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before getting the entities and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.

GetAllEntities(AllocatorHandle, GetAllEntitiesOptions)

Gets all the entities managed by this EntityManager.
public NativeArray<Entity> GetAllEntities(AllocatorManager.AllocatorHandle allocator, EntityManager.GetAllEntitiesOptions options)

Parameters

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

Specifies whether entities from chunk components should be included.

Returns

Type

Description

NativeArray<Entity>An array of Entity objects referring to all the entities in the World.

Remarks

Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before getting the entities and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.