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Question by kaigangames · Jul 08, 2021 at 07:09 AM · dots

When using EntityManager.Instantiate, how does it replace child Entity references in IComponentData automatically?

I have child Entity references stored in an IComponentData, if I instantiate this, how does it know to replace those references with instantiated ones automatically?

Does it only change fields of the type Entity? How about nested structs inside IComponentData..

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Answer by andrew-lukasik · Jul 09, 2021 at 09:13 AM


When using EntityManager.Instantiate, how does it replace child Entity references in IComponentData automatically?

EntityManager.Instantiate is calling EntityRemapUtility from EntityComponentStoreCreateDestroyEntities.cs.

Note the comments:

 public static Entity RemapEntityForPrefab(Entity* remapSrc, Entity* remapDst, int remappingCount, Entity source)
 {
     // When instantiating prefabs,
     // internal references are remapped.
     for (int i = 0; i != remappingCount; i++)
     {
         if (source == remapSrc[i])
             return remapDst[i];
     }
     // And external references are kept.
     return source;
 }

Does it only change fields of the type "Entity"?

Yes. EntityRemapUtility accepts Entity* value types.

If you have reasons to avoid this, you can smuggle an Entity value, for example, in an int2 field

 public struct MyComponentData : IComponentData
 {
     public int2 entityPtr;
 }
 
 comp.entityPtr = new int2{ x=someEntity.Index, y=someEntity.Version };
 Entity recreated = new Entity{ Index=comp.entityPtr.x , Version=comp.entityPtr.y };

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