# ToEntityArray(AllocatorHandle)

> Creates a NativeArray containing the selected entities.

## Definition

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

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

### Parameters

**** (\[AllocatorHandle]\(/engine/7000.0/script-reference/unity/collections/allocatormanager/allocatorhandle)): The type of memory to allocate.

### Returns

| Type                                                                                      | Description                                                       |
| ----------------------------------------------------------------------------------------- | ----------------------------------------------------------------- |
| [NativeArray\<Entity>](/engine/7000.0/script-reference/unity/collections/nativearray1.md) | An array containing all the entities selected by the EntityQuery. |

### Remarks

This function is provided to handle cases that require a single linear indexable array of entities which match a query. If your goal is to iterate over entities to perform a per-entity operation, consider using [IJobEntity](/engine/7000.0/script-reference/unity/entities/ijobentity.md) or idiomatic foreach to iterate over the entities directly in their chunks, instead of creating a temporary copy.

This version of the function blocks on all registered jobs against the relevant query components. For a non-blocking variant, see [EntityQuery.ToEntityListAsync](/engine/7000.0/script-reference/unity/entities/entityquery/toentitylistasync.md).
