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Game.Prefabs.StaticObjectData

Assembly: Game
Namespace: Game.Prefabs

Type: struct

Base: System.ValueType, IComponentData, IQueryTypeParameter, IEmptySerializable

Summary:
StaticObjectData is an empty "tag" component used by the ECS to mark entities that represent static prefab objects. The struct is attributed with [StructLayout(LayoutKind.Sequential, Size = 1)] to ensure a stable, non-zero size for interop/serialization. Implementing IComponentData makes it usable as a Unity.Entities component; IQueryTypeParameter allows it to be used as a query parameter/type in entity queries; IEmptySerializable indicates it participates in the game's custom serialization pathway as an empty/marker serializable type.


Fields

  • (none)
    This struct contains no instance fields — it is intentionally empty and used as a marker/tag type.

Properties

  • (none)
    No properties are defined on this type.

Constructors

  • (implicit) default StaticObjectData()
    As a struct, it has the implicit default constructor that initializes no data.

Methods

  • (none)
    No methods are declared. Behavior is purely semantic via the presence/absence of the component on an entity.

Usage Example

// Add the marker component to an entity using an EntityManager:
EntityManager.AddComponent<StaticObjectData>(entity);

// Create an entity archetype that includes the tag:
var archetype = EntityManager.CreateArchetype(typeof(StaticObjectData), typeof(SomeOtherComponent));
var staticEntity = EntityManager.CreateEntity(archetype);

// Use the tag in a query to select static-prefab entities:
Entities
    .WithAll<StaticObjectData>()
    .ForEach((Entity e, in SomeOtherComponent comp) =>
    {
        // process static prefab entity
    }).Schedule();