# AppendEntityPatches(EntityPatchInfo*, EntityOffsetInfo*, int, int, int)

> Adds EntityRemapUtility.EntityPatchInfo elements for each of the input offsets.

## Definition

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

```csharp
public static EntityRemapUtility.EntityPatchInfo* AppendEntityPatches(EntityRemapUtility.EntityPatchInfo* patches, TypeManager.EntityOffsetInfo* offsets, int offsetCount, int baseOffset, int stride)
```

### Parameters

**** (\[EntityPatchInfo\*]\(/engine/7000.0/script-reference/unity/entities/entityremaputility/entitypatchinfo)): The patch array.**** (\[EntityOffsetInfo\*]\(/engine/7000.0/script-reference/unity/entities/typemanager/entityoffsetinfo)): The offset array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of offsets in the array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The base offset of the patch.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The stride of the patch.

### Returns

| Type                                                                                                      | Description                                                     |
| --------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------- |
| [EntityPatchInfo\*](/engine/7000.0/script-reference/unity/entities/entityremaputility/entitypatchinfo.md) | Returns a pointer to the next free slot in the `patches` array. |
