EntityCommandBuffer and ParallelWriter should have SetEnable(Entity) …eventually. Right?
So we dont have to go through LinkedEntityGroup, witch is Optional…
Related: Hierarhy is broken when instantiating Entitity from entity prefab and one of the childs is disabled
You can add/remove the Disabled tag already with the ECB, you just need to check if it has a LinkedEntityGroup and, if so, also add/remove the Disabled tag for the entire group.
That way I said, “So we dont have to go through LinkedEntityGroup, witch is Optional…”
I believe that such API for ECB would still require a ComponentTypeHandle anyways, as to do that in parallel safely the LinkedEntityGroup would need to be at least be marked as readonly before schedule.
Due that, I think you are better off creating an extension method instead, but following this thread just in case Unity team has another answer.
I fact ECB just needs an int TypeIndex. If you go deep in Entity source.