CreateSystem
Create and return a handle to an instance of a system of type T in this World.
Read time 2 minutesLast updated 13 hours ago
Definition
- Type: Method
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
CreateSystem<T>()
Create and return a handle to an instance of a system of type in this World.
Tpublic SystemHandle CreateSystem<T>() where T : ComponentSystemBase, new()
Returns
Type | Description |
|---|---|
| SystemHandle | A handle to the new instance of system type |
Remarks
This can result in multiple instances of the same system in a single World, which is generally undesirable.
Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before creating the system, and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.
CreateSystem(Type)
Create and return a handle to an instance of a system of type in this World.
typepublic SystemHandle CreateSystem(Type type)
Parameters
The system type
Returns
Type | Description |
|---|---|
| SystemHandle | A handle to the new instance of system type |
Remarks
This can result in multiple instances of the same system in a single World, which is generally undesirable.
Important: This function creates a sync point, which means that the EntityManager waits for all currently running Jobs to complete before creating the system, and no additional Jobs can start before the function is finished. A sync point can cause a drop in performance because the ECS framework may not be able to make use of the processing power of all available cores.
CreateSystem(SystemTypeIndex)
Create and return a handle to an instance of a system of type in this World.
typepublic SystemHandle CreateSystem(SystemTypeIndex type)
Parameters
The system type
Returns
Type | Description |
|---|---|
| SystemHandle | A handle to the new instance of system type |