Just how costly is to add a ComponentData to an Enity is anyways? The fact that I don’t know have been making me hesitant to use temporary ComponentData that lives for less than a whole cycle for instance.
Is it about as much as adding it to an Dictionary<Entity, ComponentData>? Does it make the Entity move chunk maybe? how expensive is moving chunks?
I know that I shouldn’t be changing ISharedComponentDatas frequently, but that’s about it
In general: Expensive compared to which operation?`Of course it is “expensive” - in terms of “you should think about if you need it” - , but what is your alternative and would that be less expensive?
In many scenarios adding ComponentData to an Entity is less expensive than adding a MonoBehaviour, but then it depends on both the ComponentData and MonoBehaviour you are comparing