Hey folks, quick question about ECS (Entities 1.0+):
I've read that pooling isn't really needed anymore in ECS, since Instantiate / DestroyEntity is super fast (no Garbage Collector).
But I'm wondering:
**1. ** For more complex entities (with Bones, LinkedEntityGroup, ComponentObject like ParticleSystem, AudioSource, etc.),
does pooling still make sense in 2025?
And if yes...
2. How do you properly “disable” pooled entities now?
The old Disabled tag doesn’t work anymore.
I can exclude them from my systems, but they still render (and maybe simulate?)
Should I manually remove components like MaterialMeshInfo, physics, etc.? Or move them offscreen?
Would love to hear what people are doing in practice 🙏
