public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
    {
        dstManager.AddComponent <PhysicsBody>(entity);
        if (dynamic)
        {
            dstManager.AddComponent <Dynamic>(entity);
        }
        if (useGravity)
        {
            dstManager.AddComponent <Gravity>(entity);
            dstManager.SetComponentData(entity, new Gravity()
            {
                value = gravityAcceleration
            });
        }
        var sphereCollider = GetComponent <SphereCollider>();

        if (sphereCollider)
        {
            dstManager.AddComponent <ColliderComponent>(entity);
            dstManager.SetComponentData(entity, ColliderHelper.MakeSphereCollider(sphereCollider.radius, trigger));
            dstManager.SetComponentData(entity, new PhysicsBody()
            {
                elasticity = elasticity, inertiaTensorInv = Bootstrap.CalculateBoxInverseInertaTensor(sphereCollider.radius, sphereCollider.radius, sphereCollider.radius, mass)
            });
        }

        var boxCollider = GetComponent <BoxCollider>();

        if (boxCollider)
        {
            dstManager.AddComponent <ColliderComponent>(entity);

            var box = new Vector3(transform.localScale.x * boxCollider.size.x * 0.5f, transform.localScale.y * boxCollider.size.y * 0.5f, transform.localScale.z * boxCollider.size.z * 0.5f);

            dstManager.SetComponentData(entity, ColliderHelper.MakeBoxCollider(box, trigger));
            dstManager.SetComponentData(entity, new PhysicsBody()
            {
                elasticity = elasticity, inertiaTensorInv = Bootstrap.CalculateBoxInverseInertaTensor(box.x, box.y, box.z, mass)
            });
        }
        if (!sphereCollider && !boxCollider)
        {
            //todo: Warning
        }

        dstManager.AddComponent <AngularVelocity>(entity);
        dstManager.SetComponentData(entity, new AngularVelocity()
        {
            value = initialAngularVelocity
        });
        dstManager.AddComponent <Velocity>(entity);
        dstManager.SetComponentData(entity, new Velocity()
        {
            value = initialLinearVelocity
        });

        dstManager.AddComponent <Impulse>(entity);
        dstManager.SetComponentData(entity, new Impulse()
        {
            angularImpulse = float3.zero, impulse = float3.zero
        });

        dstManager.AddComponent <Mass>(entity);
        dstManager.SetComponentData(entity, new Mass()
        {
            value = mass
        });

        dstManager.AddBuffer <CollisionResult>(entity);
    }