Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

IJobParallelForTransform

interface in UnityEngine.Jobs

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

An interface that allows you to perform the same independent operation for each position, rotation and scale of all the transforms passed into a job.

using UnityEngine;
using Unity.Collections;
using Unity.Jobs;
using UnityEngine.Jobs;

class ApplyVelocitySample : MonoBehaviour { public struct VelocityJob : IJobParallelForTransform { // Jobs declare all data that will be accessed in the job // By declaring it as read only, multiple jobs are allowed to access the data in parallel [ReadOnly] public NativeArray<Vector3> velocity;

// Delta time must be copied to the job since jobs generally don't have a concept of a frame. // The main thread waits for the job same frame or next frame, but the job should do work deterministically // independent on when the job happens to run on the worker threads. public float deltaTime;

// The code actually running on the job public void Execute(int index, TransformAccess transform) { // Move the transforms based on delta time and velocity var pos = transform.position; pos += velocity[index] * deltaTime; transform.position = pos; } }

// Assign transforms in the inspector to be acted on by the job [SerializeField] public Transform[] m_Transforms; TransformAccessArray m_AccessArray;

void Awake() { // Store the transforms inside a TransformAccessArray instance, // so that the transforms can be accessed inside a job. m_AccessArray = new TransformAccessArray(m_Transforms); }

void OnDestroy() { // TransformAccessArrays must be disposed manually. m_AccessArray.Dispose(); }

public void Update() { var velocity = new NativeArray<Vector3>(m_Transforms.Length, Allocator.Persistent);

for (var i = 0; i < velocity.Length; ++i) velocity[i] = new Vector3(0f, 10f, 0f);

// Initialize the job data var job = new VelocityJob() { deltaTime = Time.deltaTime, velocity = velocity };

// Schedule a parallel-for-transform job. // The method takes a TransformAccessArray which contains the Transforms that will be acted on in the job. JobHandle jobHandle = job.Schedule(m_AccessArray);

// Ensure the job has completed. // It is not recommended to Complete a job immediately, // since that reduces the chance of having other jobs run in parallel with this one. // You optimally want to schedule a job early in a frame and then wait for it later in the frame. jobHandle.Complete();

Debug.Log(m_Transforms[0].position);

// Native arrays must be disposed manually. velocity.Dispose(); } }

Public Methods

ExecutePerforms work against a specific iteration index and transform.