# GetAllEntities

> Gets all the entities managed by this EntityManager.

## Definition

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

## GetAllEntities(Allocator)

Gets all the entities managed by this EntityManager.

```csharp
public NativeArray<Entity> GetAllEntities(Allocator allocator = Allocator.Temp)
```

### Parameters

**** (\[Allocator]\(/engine/7000.0/script-reference/unity/collections/allocator)): The type of allocation for creating the NativeArray to hold the Entity objects.

### Returns

| Type                                                                                      | Description                                                            |
| ----------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [NativeArray\<Entity>](/engine/7000.0/script-reference/unity/collections/nativearray1.md) | 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.

```csharp
public NativeArray<Entity> GetAllEntities(AllocatorManager.AllocatorHandle allocator)
```

### Parameters

**** (\[AllocatorHandle]\(/engine/7000.0/script-reference/unity/collections/allocatormanager/allocatorhandle)): The type of allocation for creating the NativeArray to hold the Entity objects.

### Returns

| Type                                                                                      | Description                                                            |
| ----------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [NativeArray\<Entity>](/engine/7000.0/script-reference/unity/collections/nativearray1.md) | 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.

```csharp
public NativeArray<Entity> GetAllEntities(AllocatorManager.AllocatorHandle allocator, EntityManager.GetAllEntitiesOptions options)
```

### Parameters

**** (\[AllocatorHandle]\(/engine/7000.0/script-reference/unity/collections/allocatormanager/allocatorhandle)): The type of allocation for creating the NativeArray to hold the Entity objects.**** (\[GetAllEntitiesOptions]\(/engine/7000.0/script-reference/unity/entities/entitymanager/getallentitiesoptions)): Specifies whether entities from chunk components should be included.

### Returns

| Type                                                                                      | Description                                                            |
| ----------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [NativeArray\<Entity>](/engine/7000.0/script-reference/unity/collections/nativearray1.md) | 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.
