I’m using a sphere cast to determine what entities are within range of a specific entity. But I’m curious to know if there is an efficient way of separating those entities by type.
With Monobehaviour I could just do something like Collider.gameObject.tag or Collider.gameObject.layer. With entities I would assume I need to do something like EntityManager.HasComponent(Entity) but I’m curious to know how expensive that call is.
I could use multiple sphere casts (each used to collide with different entities) to simplify it but I would expect that to be very expensive.