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);
            }