# LinkedEntityGroup

> The LinkedEntityGroup buffer makes the entity be the root of a set of connected entities.

## Definition

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

```csharp
[InternalBufferCapacity(0)]
public struct LinkedEntityGroup : IBufferElementData
```

## Remarks

Referenced Prefabs automatically add a LinkedEntityGroup with the complete child hierarchy. EntityManager.Instantiate uses LinkedEntityGroup to instantiate the whole set of entities automatically. EntityManager.SetEnabled uses LinkedEntityGroup to enable the whole set of entities.

## Fields

| Value                                                                              | Description     |
| ---------------------------------------------------------------------------------- | --------------- |
| [Value](/engine/7000.0/script-reference/unity/entities/linkedentitygroup/value.md) | A child entity. |

## Operators

| Operator                                                                                             | Description                                                                                                                           |
| ---------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------- |
| [LinkedEntityGroup](/engine/7000.0/script-reference/unity/entities/linkedentitygroup/op-implicit.md) | Provides implicit conversion of an [Entity](/engine/7000.0/script-reference/unity/entities/entity.md) to a LinkedEntityGroup element. |
