While Hybrid Renderer did accept EntityCommandBuffer (https://docs.unity3d.com/Packages/c...51/api/Unity.Rendering.RenderMeshUtility.html) it seems that Entities Graphics does not (https://docs.unity3d.com/Packages/c....0/api/Unity.Rendering.RenderMeshUtility.html), only EntityManager? Isn't it more convenient to put all the commands to EntityCommandBuffer instead of waiting a frame to work with freshly created Entity? Well... It is not like this structural change is going to happen often, could just go with EntityManager, but it is less convenient in some cases. Is there a reason for that change?