public void Execute(int index) { var entity = ArchetypeChunks[index].GetNativeArray(EntityType)[0]; OverallRemapHelper.TryGetFirstValueAndThrowOnFail(entity, out var bufferNoiseEntity, out var iterator); var unsafeArrayList = new UnsafeArrayList <BufferNoiseEntity>( Allocator.Persistent, MemoryOptions.UninitializedMemory ); do { unsafeArrayList.Add(new BufferNoiseEntity { Pointer = bufferNoiseEntity.Pointer, Fraction = bufferNoiseEntity.Fraction }); } while (OverallRemapHelper.TryGetNextValue(out bufferNoiseEntity, ref iterator)); RemapNoiseEntities.TryAddAndThrowOnFail(entity, unsafeArrayList); }