public void AddSphereDynamicCollider(SphereDynamicColliderStats _sphereDynamicColliderStats, GameObject _sphereDynamicColliderprefab, EntityManager _entityManager)
    {
        Entity _sphereCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_sphereDynamicColliderprefab, new GameObjectConversionSettings()
        {
            DestinationWorld = World.DefaultGameObjectInjectionWorld
        });

        BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_sphereCollider).Value;

        _entityManager.AddComponentData(_sphereDynamicColliderStats._entity, new Translation {
            Value = _sphereDynamicColliderStats._position
        });
        _entityManager.AddComponentData(_sphereDynamicColliderStats._entity, new Rotation {
            Value = _sphereDynamicColliderStats._orientation
        });
        _entityManager.AddComponentData(_sphereDynamicColliderStats._entity, new PhysicsCollider {
            Value = sourceCollider
        });
        _entityManager.AddComponentData(_sphereDynamicColliderStats._entity, new PhysicsDamping()
        {
            Linear = _sphereDynamicColliderStats.linearDamping, Angular = _sphereDynamicColliderStats.angularDamping
        });
        _entityManager.AddComponentData(_sphereDynamicColliderStats._entity, new PhysicsVelocity()
        {
            Linear = _sphereDynamicColliderStats.linearVelocity, Angular = _sphereDynamicColliderStats.angularVelocity
        });
        _entityManager.SetComponentData(_sphereDynamicColliderStats._entity, new PhysicsMass()
        {
            Transform = _sphereDynamicColliderStats.massTransform, InverseMass = _sphereDynamicColliderStats.inverseMass, InverseInertia = _sphereDynamicColliderStats.inverseInertiaMass, AngularExpansionFactor = _sphereDynamicColliderStats.angularExpansionFactorMass
        });
    }
    public void AddSphereCollider(SphereDynamicColliderStats _sphereColliderStats, GameObject _sphereColliderprefab, EntityManager _entityManager)
    {
        Entity _sphereCollider = GameObjectConversionUtility.ConvertGameObjectHierarchy(_sphereColliderprefab, new GameObjectConversionSettings()
        {
            DestinationWorld = World.DefaultGameObjectInjectionWorld
        });

        BlobAssetReference <Collider> sourceCollider = _entityManager.GetComponentData <PhysicsCollider>(_sphereCollider).Value;

        _entityManager.AddComponentData(_sphereColliderStats._entity, new Translation {
            Value = _sphereColliderStats._position
        });
        _entityManager.AddComponentData(_sphereColliderStats._entity, new Rotation {
            Value = _sphereColliderStats._orientation
        });
        _entityManager.AddComponentData(_sphereColliderStats._entity, new PhysicsCollider {
            Value = sourceCollider
        });
    }