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Unity Engine


Unity Engine


IJobChunk

IJobChunk is a type of [IJob] that iterates over a set of chunks. For each chunk the job runs on, the job code receives an ArchetypeChunk instance representing the full [chunk], plus a bitmask indicating which entities in the chunk should be processed.
Read time 1 minuteLast updated 13 hours ago

Definition

  • Type: Interface
  • Namespace: Unity.Entities
  • Assembly: UnityEngine.EntitiesModule
[JobProducerType(typeof(JobChunkExtensions.JobChunkProducer<>))]public interface IJobChunk

Remarks

Schedule or run an IJobChunk job inside the SystemBase.OnUpdate function of a SystemBase implementation. When the system schedules or runs an IJobChunk job, it uses the specified EntityQuery to select a set of chunks. The entities in each chunk are examined to determine which have the necessary components enabled, according to the EntityQuery provided at schedule time. The job struct's
Execute
function is called for each chunk, along with a bitmask indicating which entities in the chunk should be processed.
To pass data to your Execute function (beyond the
Execute
parameters), add public fields to the IJobChunk struct declaration and set those fields immediately before scheduling the job. You must always pass the component type information for any components that the job reads or writes using a field of type, ComponentTypeHandle<T>. Get this type information by calling the appropriate ComponentSystemBase.GetComponentTypeHandle function for the type of component.
Additional Resources: JobChunkExtensions, IJobEntity