void IConvertGameObjectToEntity.Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
        {
            dstManager.AddComponentData(entity, new VerifyJacobiansIteratorData());

#if HAVOK_PHYSICS_EXISTS
            Havok.Physics.HavokConfiguration config = Havok.Physics.HavokConfiguration.Default;
            config.EnableSleeping = 0;
            dstManager.AddComponentData(entity, config);
#endif
        }
        public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
        {
            dstManager.AddComponentData(entity, new VerifyTriggerEventsData());

#if HAVOK_PHYSICS_EXISTS
            Havok.Physics.HavokConfiguration config = Havok.Physics.HavokConfiguration.Default;
            config.EnableSleeping = 0;
            dstManager.AddComponentData(entity, config);
#endif
        }
        /// <summary>
        /// Constructor. Do not use in system's OnCreate when simulation is Havok, as it won't pick up HavokConfiguration properly.
        /// </summary>
        public ImmediatePhysicsWorldStepper(SystemBase system, uint physicsWorldIndex)
        {
            SimulationContext = new SimulationContext();
#if HAVOK_PHYSICS_EXISTS
            Havok.Physics.HavokConfiguration config = system.HasSingleton <Havok.Physics.HavokConfiguration>() ?
                                                      system.GetSingleton <Havok.Physics.HavokConfiguration>() : Havok.Physics.HavokConfiguration.Default;

            // We want to show different physics worlds in separate VDBs, so each one needs its own port
            config.VisualDebugger.Port += (int)physicsWorldIndex;
            HavokSimulationContext      = new Havok.Physics.SimulationContext(config);
#endif
        }