I noticed the Entity Debugger shows names of Entities that were converted from GameObjects, but I couldn't figure out the mechanism. But my main point is I'd like a built-in Name component to hold the original name of the GameObject. It's useful in many places, like the implementation of the Entity Debugger and Animation (since the curves in an AnimationClip hold the affected target object through a path string), or for debugging purposes in standalone builds, and probably many more scenarios. Note that I work with pure ECS (project tiny), so if currently the Entity Debugger uses the hybrid mechanism that links an entity to a gameobject to figure out the name, I can't use that. I'd need a pure Name component sitting on the Entity. Of course I could roll my own with the conversion system, but I'd like to know if there's a built in option first, or if there are any plans to add a built-in one?