If you are creating an entity Prefab
, remember to actually add its Prefab
component to it, when you assign it to its' Component
. This is done automatically if you simply use GetEntity(authoring.GameObject)
but you are responsible for it when doing things manually(duh).
2. If you created a Prefab
from Code, remember to remove it from the LinkedEntityGroup
inside of a baking system(UpdateInGroup
PostBakingSystemGroup
).
Why future Chris? Because by default any entity created via CreateAdditionalEntity
is auto added to a LinkedEntityGroup
(if one exists).
Subsequently the original entity, if instantiated will also have all entities inside its buffer instantiated(Prefab entity included), and their Prefab component will be removed.
In my situation removing the Prefab
allowed the LifeTime to tick down, and the entity was destroyed and in