# Exists(Entity)

> Checks if the entity exists inside this system's EntityManager.

## Definition

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

> **Warning:**
>
> **Deprecated.** Use SystemAPI.Exists instead (RemovedAfter Entities 1.0)

```csharp
public bool Exists(Entity entity)
```

### Parameters

**** (\[Entity]\(/engine/7000.0/script-reference/unity/entities/entity)): The entity to check

### Returns

| Type                                                          | Description                                                                                       |
| ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the given entity exists or the entity has a Cleanup Component that is yet to be destroyed |

### Remarks

This returns true for an entity that was destroyed with DestroyEntity, but still has a cleanup component. Prefer [ComponentLookup\<T>.TryGetComponent](/engine/7000.0/script-reference/unity/entities/componentlookup1/trygetcomponent.md) where applicable.

Additional Resources: [EntityManager.Exists](/engine/7000.0/script-reference/unity/entities/entitymanager/exists.md)
