com.unity.entities 1.4.0-pre.3
com.unity.entities
Source docsNotes: processedReleased June 12, 2025
✨ Features
- The SystemTypeIndex associated with a SystemHandle can now be retrieved. Furthermore, multiple methods, which allow for better system access, have been added.
- Disabled, Present, Absent and None components on queries in the System inspector.
- Dependency tab in the System inspector, which shows the components a system depends on.
- Prefabs now stand out as prefabs in the query window.
📈 Improvements
- ChunkEntityEnumerator performance has been improved in every case except when running with useEnabledMask = false on Mono where it got about twice as slow. If this is problematic, use a for loop instead in this particular case.
- Updated Burst dependency to version 1.8.21
🔧 Bug Fixes
- `ComponentLookup.TryGetRefRW()` now correctly updates the change version for type `T` in the target chunk.
- Now you can use fully specified generic components as parameter in an IJobEntity.Execute
- Now you can use conditional using statements in the middle of other using statements when you have a source file containing an IJobEntity
- Multiple issues in the entities documentation has been fixed.
- FastEquality returned incorrect results for nested structs.
- Referencing a UnityEngine.Component in a UnityObjectRef, no longer causes build errors.
- When the clone of a companion GameObject is instantiated (during Live Conversion) it is now placed inside the correct scene on instantiation.
- `SystemAPI.Query` no longer generates duplicate component references if `.WithChangeFilter()` is used in with `.WithDisabled()` or `.WithPresent()`.
- Removed a broken link to the SystemInstance structure in the package documentation.
- TypeManager.Initialize is much faster due to lazily registering companion component types.
