For all archetypes of a certain set of ComponentDatas (they contain PhysicsShape/collider and a tag component), I want to execute a piece of code if they are in collision with something. So I'd have an IJobProcessComponentDataWithEntity processing all those archetypes, but then how do I check for each of those entities what collisions it has? Checking for each if they're in the array of collisions that's in the physics world would lead to O(n^2) complexity. Iterating over all the collisions and then looking up the entities doesn't seem scalable, because then every system that needs collisions would have to iterate again and again over that array of collisions. In short, how do you efficiently handle collisions/triggers in Unity Physics ecs?