SetEnable(Entity) On EntityCommandBuffer?

EntityCommandBuffer and ParallelWriter should have SetEnable(Entity) …eventually. Right?
So we dont have to go through LinkedEntityGroup, witch is Optional

Related: Hierarhy is broken when instantiating Entitity from entity prefab and one of the childs is disabled

You can add/remove the Disabled tag already with the ECB, you just need to check if it has a LinkedEntityGroup and, if so, also add/remove the Disabled tag for the entire group.

That way I said, “So we dont have to go through LinkedEntityGroup, witch is Optional…”

I believe that such API for ECB would still require a ComponentTypeHandle anyways, as to do that in parallel safely the LinkedEntityGroup would need to be at least be marked as readonly before schedule.

Due that, I think you are better off creating an extension method instead, but following this thread just in case Unity team has another answer.

I fact ECB just needs an int TypeIndex. If you go deep in Entity source.

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