Entity CreateDstEntity(UnityObject uobject, int serial)
        {
            #if DETAIL_MARKERS
            using (m_CreateEntity.Auto())
            #endif
            {
                int flags = 0;
                if (AddEntityGUID)
                {
                    flags |= k_EntityGUIDMask;
                }

                var go = uobject as GameObject;
                if (go != null)
                {
                    if (ForceStaticOptimization || go.GetComponentInParent <StaticOptimizeEntity>() != null)
                    {
                        flags |= k_StaticMask;
                    }
                    if (!go.IsActiveIgnorePrefab())
                    {
                        flags |= k_DisabledMask;
                    }
                }
                else if (uobject is Component)
                {
                    throw new ArgumentException("Object must be a GameObject, Prefab, or Asset", nameof(uobject));
                }

                var entity = m_DstManager.CreateEntity(m_Archetypes[flags]);

                if ((flags & k_EntityGUIDMask) != 0)
                {
                    m_DstManager.SetComponentData(entity, uobject.ComputeEntityGuid(m_Settings.NamespaceID, serial));
                }

                if (m_Settings.SceneGUID != default)
                {
                    int sectionIndex = 0;
                    if (go != null)
                    {
                        var section = go.GetComponentInParent <SceneSectionComponent>();
                        if (section != null)
                        {
                            sectionIndex = section.SectionIndex;
                        }
                    }

                    //@TODO: add an `else` that figures out what referenced this thing, because this is a dependency.
                    // probably easiest to determine after everything has been converted by simply analyzing entity references. -joe

                    m_DstManager.AddSharedComponentData(entity, new SceneSection {
                        SceneGUID = m_Settings.SceneGUID, Section = sectionIndex
                    });
                }

                #if UNITY_EDITOR
                if (AssignName)
                {
                    m_DstManager.SetName(entity, uobject.name);
                }
                #endif

                return(entity);
            }
        }