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Entities and components

In this page:


Entities and components

An entity is a lightweight, unmanaged alternative to a GameObject. Entities resemble GameObjects in many ways and can serve a similar role, but they have key differences:

  • Unlike a GameObject, an entity is not a managed object but simply a unique identifier number.
  • The components associated with an entity are usually struct values.
  • A single entity can only have one component of any given type. For example, a single entity cannot have two components both of type Foo.
  • Although entity component types can be given methods, doing so is generally discouraged.
  • An entity has no built-in concept of parenting. Instead, the standard Parent component contains a reference to another entity, allowing formation of entity transform hierarchies.

Entity component types are defined by implementing these interfaces:

Kind of component Description
IComponentData Defines the most common, basic kind of component type.
IBufferElementData Defines a dynamic buffer (growable array) component type.
ISharedComponent Defines a shared component type, whose values can be shared by multiple entities.
ICleanupComponent Defines a cleanup component type, which facilitates proper setup and teardown of resources.

There are also two additional interfaces (ICleanupSharedComponent and ICleanupBufferElementData) and chunk components (which are defined with IComponentData but added and removed from entities by a distinct set of methods).

A component type defined with IComponentData or IBufferElementData can be made 'enableable' by also implementing IEnableableComponent.


Worlds and EntityManagers

A World is a collection of entities. An entity's ID number is only unique within its own world, i.e. the entity with a particular ID in one world is entirely unrelated to an entity with the same ID in a different world.

A world also owns a set of systems, which are units of code that run on the main thread, usually once per frame. The entities of a world are normally only accessed by the world's systems (and the jobs scheduled by those systems), but this is not an enforced restriction.

The entities in a world are created, destroyed, and modified through the world's EntityManager. Key EntityManager methods include:

Method Description
CreateEntity() Creates a new entity.
Instantiate() Creates a new entity with a copy of all the components of an existing entity.
DestroyEntity() Destroys an existing entity.
AddComponent<T>() Adds a component of type T to an existing entity.
RemoveComponent<T>() Removes a component of type T from an existing entity.
HasComponent<T>() Returns true if an entity currently has a component of type T.
GetComponent<T>() Retrieves the value of an entity's component of type T.
SetComponent<T>() Overwrites the value of an entity's component of type T.
📝 NOTE
All of the above methods, except GetComponent and SetComponent, are structural change operations.

Archetypes

An archetype represents a particular combination of component types in a world: all of the entities in a world with a certain set of component types are stored together in the same archetype. For example:

  • All of a world's entities with component types A, B, and C, are stored together in one archetype,
  • ...the entities with just component types A and B (but not C) are stored together in a second archetype,
  • ...and the entities with component types B and D are stored in a third archetype.

Effectively, adding or removing components of an entity changes which archetype the entity belongs to, necessitating the EntityManager to actually move the entity and its components from its old archetype to its new one.

When you add or remove components from an entity, the EntityManager moves the entity to the appropriate archetype. For example, if an entity has component types X, Y, and Z and you remove its Y component, the EntityManager moves the entity to the archetype that has component types X and Z. If no such archetype already exists in the world, the EntityManager creates it.

⚠ IMPORTANT
Moving too many entities between archetypes too frequently can add up to significant costs.

Archetypes are created by the EntityManager as you create and modify entities, so you don't have to worry about creating archetypes explicitly. Even if all the entities are removed from an archetype, the archetype is only destroyed when its world is destroyed.


Chunks

The entities of an archetype are stored in 16KiB blocks of memory belonging to the archetype called chunks. Each chunk stores up to 128 entities (with the precise number depending upon the number and size of the archetype's component types).

The entity ID's and components of each type are stored in their own separate array within the chunk. For example, in the archetype for entities which have component types A and B, each chunk will store three arrays:

  • one array for the entity ID's
  • ...a second array for the A components
  • ...and a third array for the B components.

The ID and components of the first entity in the chunk are stored at index 0 of these arrays, the second entity at index 1, the third entity at index 2, and so forth.

A chunk's arrays are always kept tightly packed:

  • When a new entity is added to the chunk, it is stored in the first free index of the arrays.
  • When an entity is removed from the chunk (which happens either because the entity is being destroyed or because it's being moved to another archetype), the last entity in the chunk is moved to fill in the gap.

The creation and destruction of chunks is handled by the EntityManager:

  • The EntityManager creates a new chunk only when an entity is added to an archetype whose already existing chunks are all full.
  • The EntityManager only destroys a chunk when the chunk's last entity is removed.

Any EntityManager operation that adds, removes, or moves entities within a chunk is called a structural change. Such changes should generally be made only on the main thread, not in jobs. (An EntityCommandBuffer can be used to work around this limitation.)


Queries

An EntityQuery efficiently finds all entities having a specified set of component types. For example, if a query looks for all entities having component types A and B, then the query will gather the chunks of all archetypes having those two component types, regardless of whatever other component types those archetypes might have. So such a query would match the entities with component types A and B, but the query would also match the entities with component types A, B, and C.

📝 NOTE
The archetypes matching a query will get cached until the next time a new archetype is added to the world. Because the set of existing archetypes in a world tends to stabilize early in the lifetime of a program, this caching tends to improve performance.

A query can also specify component types to exclude from the matching archetypes. For example, if a query looks for all entities having component types A and B but not having component type C, the query would match entities with component types A and B, but the query would not match entities with component types A, B, and C.

🕹 See examples of creating and using queries.


Entity ID's

An entity ID is represented by the struct Entity.

In order to look up entities by ID, the world’s EntityManager maintains an array of entity metadata. Each entity ID has an index value denoting a slot in this metadata array, and the slot stores a pointer to the chunk where that entity is stored, as well as the index of the entity within the chunk. When no entity exists for a particular index, the chunk pointer at that index is null. Here, for example, no entities with indexes 1, 2, and 5 currently exist, so the chunk pointers in those slots are all null.

In order to allow entity indexes to be reused after an entity is destroyed, each entity ID also contains a version number. When an entity is destroyed, the version number stored at its index is incremented, and so if an ID’s version number doesn’t match the one currently stored, then the ID must refer to an entity that has already been destroyed or perhaps never existed.

entity metadata


IComponentData

The most common, basic kind of component type is defined as a struct implementing IComponentData.

🕹 See examples of creating and using IComponentData components.

An IComponentData struct is expected to be unmanaged, so it cannot contain any managed field types. Specifically, the allowed field types are:

  • Blittable types
  • bool
  • char
  • BlobAssetReference<T>, a reference to a Blob data structure
  • Collections.FixedString, a fixed-sized character buffer
  • Collections.FixedList
  • Fixed array (only allowed in an unsafe context)
  • Struct types that conform to these same restrictions.

Tag components

An IComponentData struct with no fields is called a tag component. Although tag components store no data, they can still be added and removed from entities like any other component type, and they can be useful to mark entities for queries. For example, if all of our entities representing monsters have a Monster tag component, a query for the Monster component type will match all the monster entities.


Managed IComponentData components

A class implementing IComponentData is a managed component type. Unlike the unmanaged IComponentData structs, these managed components can store any managed objects.

In general, managed component types should be used only when really needed because, compared to unmanaged components, managed components incur some heavy costs:

  • Like all managed objects, managed components cannot be used in Burst-compiled code.
  • Managed objects can only be safely used in jobs with some special considerations.
  • Managed components are not stored directly in the chunks: instead, all managed components of a world are all stored in one big array, and the chunks store just indexes of this array.
  • Like all managed objects, creating managed components incurs garbage collection overhead.

If a managed component type implements ICloneable, then any resources it contains can be properly copied when an instance is itself copied. Likewise, if a managed component type implements IDisposable, then it can properly dispose any resources it may contain when an instance is removed from an entity or the entity is destroyed. Example:


DynamicBuffer components

A DynamicBuffer is a component type which is a resizable array. To define a DynamicBuffer component type, create a struct that implements the IBufferElementData interface.

🕹 See examples of creating and using DynamicBuffer components.

The buffer of each entity stores a Length, a Capacity, and a pointer:

  • The Length is the number of elements in the buffer. It starts at 0 and increments when you append a value to the buffer.
  • The Capacity is the amount of storage in the buffer. It starts out matching the internal buffer capacity (which defaults to 128 / sizeof(Waypoint) but can be specified by the InternalBufferCapacity attribute on the IBufferElementData struct). Setting Capacity resizes the buffer.
  • The pointer indicates the location of the buffer's contents. Initially it is null, signifying that the contents are stored directly in the chunk. If the capacity is set to exceed the internal buffer capacity, a new larger array is allocated outside of the chunk, the contents are copied to this external array, and the pointer is set to point to this new array. If the length of the buffer ever exceeds the capacity of the external array, then the contents of the buffer are copied to another new, larger array outside the chunk, and the old array is disposed. The buffer can also be shrunk.

The internal buffer capacity and the external capacity (if present) are deallocated when the EntityManager destroys the chunk itself.

📝 NOTE
When a dynamic buffer is stored outside the chunk, the internal capacity is effectively wasted, and accessing the buffer contents requires following an extra pointer. These costs can be avoided if you ensure the internal capacity is never exceeded. Of course, in many cases, staying within this limit may require an excessively large internal capacity. Another option is to set the internal capacity to 0, which means that any non-empty buffer will always be stored outside the chunk. This incurs the cost of always following a pointer when accessing the buffer, but it avoids wasting unused space in the chunk.

The EntityManager has these key methods for using dynamic buffers:

Method Description
AddComponent<T>() Adds a component of type T to an entity, where T can be a dynamic buffer component type.
AddBuffer<T>() Adds a dynamic buffer component of type T to an entity; returns the new buffer as a DynamicBuffer<T>.
RemoveComponent<T>() Removes the component of type T from an entity, where T can be a dynamic buffer component type.
HasBuffer<T>() Returns true if an entity currently has a dynamic buffer component of type T.
GetBuffer<T>() Returns an entity's dynamic buffer component of type T as a DynamicBuffer<T>.

A DynamicBuffer<T> represents the dynamic buffer component of type T of an individual entity. Its key properties and methods include:

Property or Method Description
Length Gets or sets the length of the buffer.
Capacity Gets or sets the capacity of the buffer.
Item[Int32] Gets or sets the element at a specified index.
Add() Adds an element to the end of the buffer, resizing it if necessary.
Insert() Inserts an element at a specified index, resizing if necessary.
RemoveAt() Removes the element at a specified index.

To enforce job safety, a DynamicBuffer<T> value holds a safety handle. The contents of a DynamicBuffer cannot be accessed while any scheduled jobs that access the same buffer component type remain uncompleted. If, however, the uncompleted jobs all just have read-only access of the buffer component type, then the main thread is allowed to read the buffer.

Any structural change operation will invalidate the DynamicBuffer safety handles, meaning all of the methods will subsequently throw an exception if called. To use a buffer again after a structural change, it must be re-retrieved.

A DynamicBuffer<T> can be 'reinterpreted'. The target reinterpretation element type must have the same size as T.


Aspects

An aspect is an object-like wrapper over a subset of an entity's components. Aspects can be useful for simplifying queries and component-related code. The TransformAspect, for example, groups together the standard transform components (LocalTransform, ParentTransform, and WorldTransform).

🕹 See examples of creating and using aspects.

Including an aspect in a query is the same as including the components wrapped by the aspect, e.g. a query that includes TransformAspect includes the standard transform matrix components.

An aspect is defined as a readonly partial struct implementing IAspect. The struct can contain fields of these types:

Field type Description
Entity The wrapped entity's entity ID.
RefRW<T> or RefRO<T> A reference to the wrapped entity's T component.
EnabledRefRW<T> and EnabledRefRO<T> A reference to the enabled state of the wrapped entity's T component.
DynamicBuffer<T> The wrapped entity's dynamic buffer T component.
Another aspect type The containing aspect will encompass all the fields of the 'embedded' aspect.

Creating instances of an aspect

These EntityManager methods create instances of an aspect:

Method Description
GetAspect<T> Returns an aspect of type T wrapping an entity.
GetAspectRO<T> Returns a readonly aspect of type T wrapping an entity. A read-only aspect throws an exception if you use any method or property that attempts to modify the underlying components.

Aspect instances can also be retrieved by SystemAPI.GetAspectRW<T> or SystemAPI.GetAspectRO<T> and accessed in an IJobEntity or a SystemAPI.Query loop.

⚠ IMPORTANT
In a system, you should get aspect instances via SystemAPI.GetAspectRW<T> and SystemAPI.GetAspectRO<T> rather than via the EntityManager methods. Unlike the EntityManager methods, the SystemAPI methods register the underlying component types of the aspect with the system, which is required for the systems to schedule jobs with every needed dependency.