changed query filters to skip unchanged entities in render sync, transform propagation, and similar systemsmarkChanged after in-place mutations so downstream systems can detect the changechanged: filters anywhere (e.g. headless simulations, benches), call .disableChangeTracking() on the builder to skip the per-mark sequence stamp entirely. Worlds with at least one changed: filter get the same skip automatically for any component nothing consumes — no opt-in neededfixedUpdate, rendering in render) and priorities for ordering within a phasecreateSpatialIndexPlugin() alongside createCollisionPlugin() or createPhysics2DPlugin() whenever you have more than a handful of colliders — without it, collision detection falls back to O(N²) brute-force pair testing (the library will log a warn-once above ~50 colliders)