Hello All! I am in the early stages of designing a rogue-like, but am uncertain how to approach the issue below using Unity's DOTs ECS. In this rogue-like, characters with a higher Attack.Speed should attack before characters with a lower Attack.Speed. For example: A fast character and a slow character perform a lethal attack on each other The fast character first kills the slow character The slow character, having been killed, is not able to attack the fast character I'm considering the following: Instantiate character Entities with Attack components; Attack components contain a Speed value When attacking, an AttackTarget component is added and its Value is set to the entity being attacked AttackSystem retrieves all components with both an Attack component and AttackTarget component Entities are sorted in descending order by their Attack component's Speed value Entities are iterated through, checking whether or not their AttackTarget character is killed When an attack successfully kills a character, an IsDead flag component is added to the killed entity Entities with an IsDead flag component are skipped by the AttackSystem My concerns are: Sorting the retrieved entities may not be performant or may result in garbage I'm uncertain how to take the newly-added IsDead components into consideration during the iteration As I am unskilled with Unity's Entity-Component-System architecture, any guidance is much appreciated! Thank you in advance and be well. - S.