Browsing through the sample projects, it seems like when many of the same type of entity need to be created, an EntityGroup is instantiated rather than a prefab. For example, the MatchThree sample's GemService class has a static method createGemOfType that instantiates the Gem EntityGroup. FlyingYolk's SpawnerSystem class similarly instantiates Pipes, which are also an EntityGroup. Is there any guidance on when EntityGroups should be used vs Prefabs? Based on the documentation and my very little experience starting to port a game to Tiny, EntityGroups can be used where Prefabs would have been used in vanilla Unity. Thanks!