So, a few posts talked about this issue, but I couldn’t find any response on this. Like the title said, adding a StaticOptimizeEntity on a GameObject in a subscene locks the chunk of the resulting entity. If I try to add or remove a component on an entity created by a GameObject with StaticOptimizeEntity in the subscene, I get the exception:
InvalidOperationException: Cannot add components to locked Chunks. Unlock Chunk first.
Is that a bug, or is that by design? It certainly looks broken, since a pretty basic ComponentSystem can break if it acts on locked chunk. Is there a workaround, since I would like to have the optimization of the static component without the limitation of being unable to add and remove components.