A tag component (IComponentData with no fields) stores zero bytes per entity. Why is adding one to an entity still a structural change?
02why
You use a shared component to store each entity's world position as a float3, giving ~5,000 entities ~5,000 distinct values. What happens?
03why
A query with WithAll<A>() runs while millions of entities exist, only thousands of which have A. Why is matching cheap regardless of total entity count?
04why
You call SetComponent<LocalTransform> on every entity every frame, then wonder why your change filter on LocalTransform never skips any chunks. Why?
05how
Change versions are stamped at what granularity?
06why
Why does the ECS runtime refuse to guarantee the order in which a query yields entities?
07how
You have a property that flips on and off many times per second per entity (e.g. 'currently stunned'). Purely from cost, which representation is worst?