public void Execute(ArchetypeChunk batchInChunk, int batchIndex)
            {
                bool chunkHasChanges
                    = batchInChunk.DidChange(LocalToWorldTypeHandleInfo,
                                             L2WChangeVersion);

                if (!chunkHasChanges)
                {
                    return; // early out if the chunk transforms haven't changed
                }
                NativeArray <LocalToWorld> transforms
                    = batchInChunk.GetNativeArray <LocalToWorld>(LocalToWorldTypeHandleInfo);

                UnityEngine.Bounds bounds = new UnityEngine.Bounds();
                bounds.center = transforms[0].Position;
                for (int i = 1; i < transforms.Length; i++)
                {
                    bounds.Encapsulate(transforms[i].Position);
                }
                batchInChunk.SetChunkComponentData(
                    ChunkAabbTypeHandleInfo,
                    new ChunkAABB()
                {
                    Value = bounds.ToAABB()
                });
            }