I've run into cases in which I'd like to create several entities in a predefined group, which have linkages to each other. The community has found a few way to do this now, but they don't seem ideal - most involve writing multiple systems, which form a series of steps that create, then link the different entities together. Most of the entity groups I want to create have a structure similar to a Unity prefab, with a single entity considered the 'root'. For a very hypothetical example, imagine a game character with one entity for it's body, and two more entities - one for each hand. In a case like that, I would love to be able to write code like this, in a Burst compiled Job: Code (CSharp): // queueing a command for a later system to spawn multiple entities, with references to each other. buffer.InstantiateNPCEntityGroup(); // queueing a command to set a new Position for the 'root' entity of the group created on the previous line. buffer.SetComponent(new Position(/*...*/)); <Those 'buffer's aren't EntityCommandBuffers, since those aren't currently Burst compliant. They're something else, like the NativeQueues people have been using.> I've been looking into ways that convenient syntax might be achieved, or a better syntax altogether (If you know one, please comment below!). I do have something like this working, but I'm unhappy with the level of complexity. However, since this approach is so close to how people use normal Unity prefabs, I'm wondering if there are plans to create a pure-ECS prefab format in the future. I would imagine something like this might come along when a pure entity-based scene format in released. I'm just writing this post to inquire for more information. Thank you for any help or info!