using Unity.Entities; public class InventoryAuthoring { public static void AddInventoryComponents(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddBuffer(entity); dstManager.AddComponentData(entity, new Inventory.State { activeSlot = 0, }); dstManager.AddComponentData(entity, new Inventory.InternalState { lastActiveInventorySlot = -1, }); } }