protected override void OnUpdate() { var gameState = GetSingleton <GameStateData>(); if (gameState.State != GameState.Spawn) { return; } var cmdBuffer = new EntityCommandBuffer(Allocator.TempJob); var cellManagerEntity = GetSingletonEntity <CellManager>(); var cellManager = GetSingleton <CellManager>(); var cellSprites = EntityManager.GetBuffer <CellSprite>(cellManagerEntity); var cellPrefabSR = EntityManager.GetComponentData <SpriteRenderer>(cellManager.CellPrefab); // look at every column and spawn if it's less than minimum for (var x = 0; x < cellManager.MaxCol; x++) { var jobResult = new NativeList <CellInfo>(Allocator.Temp); Entities.ForEach(( in Entity entity, in Cell cell) => { CellUtil.AddCellAtColumn(entity, cell, x, ref jobResult); }).Run();