NativeList<T>
struct in Unity.Collections · Unity.Collections
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
A growable array in native memory, with the job safety system's checks.
Constructors 1
NativeList(AllocatorManager.AllocatorHandle allocator)NativeList(int initialCapacity, AllocatorManager.AllocatorHandle allocator)Properties 5
int Capacity { get; set; }readonly bool IsCreated { get; }readonly bool IsEmpty { get; }int Length { get; set; }T this[int index] { get; set; }Methods 27
void Add(in T value)void AddNoResize(T value)void AddRange(NativeArray<T> array)void AddRange(void* ptr, int count)void AddRangeNoResize(void* ptr, int count)void AddRangeNoResize(NativeList<T> list)void AddReplicate(in T value, int count)NativeArray<T> AsArray()The list's elements as an array (valid until the list next grows).
NativeArray<T> AsDeferredJobArray()NativeArray<T>.ReadOnly AsParallelReader()ParallelWriter AsParallelWriter()NativeArray<T>.ReadOnly AsReadOnly()void Clear()void CopyFrom(in NativeArray<T> other)void CopyFrom(in UnsafeList<T> other)void CopyFrom(in NativeList<T> other)ref T ElementAt(int index)NativeArray<T>.Enumerator GetEnumerator()UnsafeList<T>* GetUnsafeList()void InsertRange(int index, int count)void InsertRangeWithBeginEnd(int begin, int end)void RemoveAt(int index)void RemoveAtSwapBack(int index)void RemoveRange(int index, int count)void RemoveRangeSwapBack(int index, int count)void Resize(int length, NativeArrayOptions options)void ResizeUninitialized(int length)void SetCapacity(int capacity)NativeArray<T> ToArray(AllocatorManager.AllocatorHandle allocator)void TrimExcess()Operators 1
static implicit operator NativeArray<T>(NativeList<T> nativeList)