CalculateBaseEntityIndexArrayAsync(AllocatorHandle, JobHandle, out JobHandle)
Asynchronously generates an array containing the index of the first entity within each chunk, relative to the list of entities that match this query.
Read time 1 minuteLast updated a day ago
Definition
- Type: Method
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
CalculateBaseEntityIndexArrayAsync(AllocatorHandle, JobHandle, JobHandle)
public NativeArray<int> CalculateBaseEntityIndexArrayAsync(AllocatorManager.AllocatorHandle allocator, JobHandle additionalInputDep, out JobHandle outJobHandle)
Parameters
The allocator used to allocate the output array.
A job handle which the newly scheduled job will depend upon, in addition to the dependencies automatically determined by the component safety system.
An parameter assigned the handle to the internal job that populates the output array.
outReturns
Type | Description |
|---|---|
| NativeArray<int> | An array of integers, where array[N] is the index of the first entity in chunk N among the list of entities that match this query. The size of this array is given by EntityQuery.CalculateChunkCountWithoutFiltering. This array's contents must not be accessed until |
Remarks
Note that the chunk index used to access the output array's elements should be relative to the full, unfiltered list of chunks matched by this query. Most commonly, this is the chunkIndex parameter available within IJobChunk.Execute.
This function will automatically insert dependencies any running jobs which could affect its output. For a blocking implementation, use EntityQuery.CalculateBaseEntityIndexArray.