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Unity Engine


Unity Engine


CalculateFilteredChunkIndexArrayAsync(AllocatorHandle, JobHandle, out JobHandle)

Asynchronously generates an array which gives the index of each chunk relative to the set of chunks that currently match the query, after taking all active filtering into account.
Read time 1 minuteLast updated a day ago

Definition

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

CalculateFilteredChunkIndexArrayAsync(AllocatorHandle, JobHandle, JobHandle)

public NativeArray<int> CalculateFilteredChunkIndexArrayAsync(AllocatorManager.AllocatorHandle allocator, JobHandle additionalInputDep, out JobHandle outJobHandle)

Parameters

The allocator used to allocate the output array.

additionalInputDep

A job handle which the newly scheduled job will depend upon, in addition to the dependencies automatically determined by the component safety system.

outJobHandle

An
out
parameter assigned the handle to the internal job that populates the output array.

Returns

Type

Description

NativeArray<int>An array of integers, where array[N] is the index of chunk N among the list of chunks that match this query, once all chunk- and entity-level filtering has been applied. If chunk N is filtered out of the query, array[N] will be -1. The size of this array is given by EntityQuery.CalculateChunkCountWithoutFiltering. This array's contents must not be accessed until
outJobHandle
has been completed.

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. For queries with no chunk filtering and no enableable components, array[N] will equal N.
This function will automatically insert dependencies any running jobs which could affect its output. For a blocking implementation, use EntityQuery.CalculateFilteredChunkIndexArray.