Is there an easy pattern to keep the components on a gameobject and entity the same, so that add/removing a component to one, also changes the other. (Just talking about regular components, not IComponentData) Currently you can use GameObjectEntity, but that is just for initialization. e.g. If you then later add a SpriteRenderer to the gameObject the entity doesn't see it. Likewise if you remove a component from the entity the gameObject still has it attached. Do you just have to remember to always make the change to both? Maybe I'm not thinking about it correctly as I'm new to ECS.