using Unity.Entities; public class NullAttributeModificationSystem : AttributeModificationSystem { } public struct NullAttributeModifier : IComponentData, AttributeModifier { public void PermanentAttributeModification(ref AttributeModificationComponent attrMod, ref AttributesComponent attrs) { } public void TemporaryAttributeModification(ref AttributeModificationComponent attrMod, ref AttributesComponent attrs) { } }