protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var Array   = m_Query.ToComponentDataArray <BuildUltraChunkEvent>(Allocator.TempJob);
        var toBuild = Array[0];

        Array.Dispose();

        BuildUltraChunks buildUltraChunks = new BuildUltraChunks
        {
            archetype     = archetype,
            commandBuffer = endSimulationEntityCommandBufferSystem.CreateCommandBuffer(),
            position      = toBuild.positionToBuild,
            eventEntity   = toBuild.eventEntity
        };

        inputDeps = buildUltraChunks.Schedule(inputDeps);

        endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(inputDeps);

        return(inputDeps);
    }