Destroy {@link entity}. If the entity has any State Components,
all non-System State Components are removed, but the entity is not destroyed
until all System State Component are deleted by the systems they belong to.
Finds an entity by its name. If multiple entities have the same name,
this function returns only one of them. Which one it returns may change
from one GetEntityByName call to the next.
This operation is slow. If you need direct access to entities, you
can save ut.Entity references to them ahead of time and use
the references directly.
Instantiate (clone) the source entity {@link proto}.
This is a shallow copy of the source entity's components. Transform
hierarchy children are ignored.
Create an entity with ut.Archetype{@link archetype}.