Hello,
For our game we’re trying to make a clone of a projectile that has a bunch of modifiers associated with it. Each modifier is stored as it’s own entity and connected to the main projectile entity via a DynamicBuffer and a LinkedEntityGroup
When we clone a projectile via an entity command buffer, we need to disable specific modifiers that have been cloned with the instantiate command.
For the ecb, I see we have the following: AddComponentForLinkedEntityGroup, SetComponentForLinkedEntityGroup, ReplaceComponentForLinkedEntityGroup
Are there future plans to support a SetEnabledForLinkedEntityGroup or a RemoveComponentForLinkedEntityGroup?
Right now since we don’t have these methods we have to avoid using Instantiate and manually go through the LinkedEntityGroup and copy the modifiers we need