com.unity.entities 1.4.0-pre.3

com.unity.entities

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Notes: processedReleased June 12, 2025

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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.