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Samples updated for 1.0.0-pre.15
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.gitignore

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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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#
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[Ll]ibrary/
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[Tt]emp/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Mm]emoryCaptures/
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[Uu]ser[Ss]ettings/
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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# Crashlytics generated file
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crashlytics-build.properties
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# Custom
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Assets/SceneDependencyCache*
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Assets/NetCodeGenerated*
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.idea/
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.DS_Store
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RiderScriptEditorPersistedState.asset

Docs/additional-entities-features.md

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| :- |
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| For the sake of the job safety checks, read or write access of a component's enabled state requires read or write access of the component type itself. |
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🕹 *[See examples of checking and setting the enabled state of components](../examples/components_systems.md#enableable-components).*
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🕹 *[See examples of checking and setting the enabled state of components](./examples/components_systems.md#enableable-components).*
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In an `IJobChunk`, the `Execute` method parameters signal which entities in the chunk match the query:
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| The `chunkEnabledMask` is a *composite* of all the enabled states of the enableable components included in the query of the job. To check enabled states of individual components, use the `IsComponentEnabled()` and `SetComponentEnabled()` methods of the `ArchetypeChunk`. |
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🕹 *[See an example `IJobChunk` that correctly accounts for disabled components](../examples/jobs.md#ijobchunk).*
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🕹 *[See an example `IJobChunk` that correctly accounts for disabled components](./examples/jobs.md#ijobchunk).*
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<br>
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Docs/baking.md

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2. The Baker of each authoring component in the Sub Scene is executed. Each Baker can read the authoring component and add components to the corresponding entity.
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2. The baking systems execute. Each system can read and modify the baked entities in any way: set components, add components, remove components, create additional entities, or destroy entities. Unlike Bakers, baking systems should not access the original GameObjects of the Sub Scene.
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&#x1F579; *[See examples of authoring components, Bakers, and baking systems.](../examples/baking.md)*
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&#x1F579; *[See examples of authoring components, Bakers, and baking systems.](./examples/baking.md)*
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When modified, a Sub Scene is re-baked:
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| [`GetScenePath()`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.ICleanupComponent.html) | Returns the path of a scene asset (specified by its GUID). |
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| [`GetSceneEntity()`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.ICleanupComponent.html) | Returns the entity representing a scene (specified by its GUID). |
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&#x1F579; *[See examples of loading and unloading entity scenes and sections.](../examples/baking.md#scene-loading)*
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&#x1F579; *[See examples of loading and unloading entity scenes and sections.](./examples/baking.md#scene-loading)*
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| &#x26A0; IMPORTANT |
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Docs/components.md

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Docs/editor-tools.md

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Docs/entities-components.md

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A query can also specify component types to *exclude* from the matching archetypes. For example, if a query looks for all entities having component types *A* and *B* but *not* having component type *C*, the query would match entities with component types *A* and *B*, but the query would *not* match entities with component types *A*, *B*, and *C*.
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&#x1F579; *[See examples of creating and using queries](../examples/components_systems.md#querying-for-entities).*
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&#x1F579; *[See examples of creating and using queries](./examples/components_systems.md#querying-for-entities).*
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The most common, basic kind of component type is defined as a struct implementing [`IComponentData`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.IComponentData.html).
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&#x1F579; *[See examples of creating and using `IComponentData` components.](../examples/components_systems.md#icomponentdata)*
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&#x1F579; *[See examples of creating and using `IComponentData` components.](./examples/components_systems.md#icomponentdata)*
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An `IComponentData` struct is expected to be unmanaged, so it cannot contain any managed field types. Specifically, the allowed field types are:
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A [`DynamicBuffer`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.DynamicBuffer-1.html) is a component type which is a resizable array. To define a `DynamicBuffer` component type, create a struct that implements the [`IBufferElementData`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.IBufferElementData.html) interface.
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&#x1F579; *[See examples of creating and using `DynamicBuffer` components](../examples/components_systems.md#dynamicbuffers-ibufferelementdata).*
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&#x1F579; *[See examples of creating and using `DynamicBuffer` components](./examples/components_systems.md#dynamicbuffers-ibufferelementdata).*
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The buffer of each entity stores a `Length`, a `Capacity`, and a pointer:
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An aspect is an object-like wrapper over a subset of an entity's components. Aspects can be useful for simplifying queries and component-related code. The [`TransformAspect`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Transforms.TransformAspect.html), for example, groups together the standard transform components ([`LocalTransform`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Transforms.LocalTransform.html), [`ParentTransform`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Transforms.ParentTransform.html), and [`WorldTransform`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Transforms.WorldTransform.html)).
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&#x1F579; *[See examples of creating and using aspects](../examples/components_systems.md#aspects)*.
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&#x1F579; *[See examples of creating and using aspects](./examples/components_systems.md#aspects)*.
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Including an aspect in a query is the same as including the components wrapped by the aspect, *e.g.* a query that includes `TransformAspect` includes the standard transform matrix components.
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Docs/entities-jobs.md

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- [`IJobChunk`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.IJobChunk.html), whose `Execute()` method is called once for each individual chunk matching the query.
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- [`IJobEntity`](https://docs.unity3d.com/Packages/com.unity.entities@latest?subfolder=/api/Unity.Entities.IJobEntity.html), whose `Execute()` method is called once for each entity entity matching the query.
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&#x1F579; *[See examples of IJobChunk](../examples/jobs.md#ijobchunk) [and IJobEntity](../examples/jobs.md#ijobentity).*
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&#x1F579; *[See examples of IJobChunk](./examples/jobs.md#ijobchunk) [and IJobEntity](./examples/jobs.md#ijobentity).*
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Although `IJobEntity` is generally more convenient to write and use, `IJobChunk` provides more precise control. In most cases, their performance is identical for equivalent work.
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Docs/entities.md

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