I have a custom / sectorbased lod system where I batch create & destroy using EntityManager.DestroyEntity(entityNativeArray1) EntityManager.CreateEntity(entityNativeArray2) in one single frame. For testing purpose, the models for each lod is exactly the same. The problem is, the gap between destroy and create is absolutley noticeable, to my confusion (meaning I see the old entity disappear and the new one (same model, same position) appearing with a blink). What is unity doing there under the hood? Is the spreading the batch create/destroy over multiple frames ? If yes, can I force somehow to do it in one frame?