# Authoring

ECS **Entities** can be found in the Scene, and as prefabs as regular GameObjects.

Add the **ConvertToNetworkEntity** component to them, so that Unity automatically converts them to Entities into either the Server scene, the Client scene, or both:

![](https://lh6.googleusercontent.com/g8jvmqAWRMFn4xBAMfolXDas9JxXc8wduYsUTZelDP5Op-bKzX5HcwOAvN-HDWBUli_sB3WLpjMdhla1R0iOIL6O_CWKNRIoFEWpROZ-6y5P7PHb2RzEtse-FByeizqtjnZKCfPL)

**Prefabs** need to be dragged into the PrefabSystem scene object’s registered Prefabs:

![](https://lh6.googleusercontent.com/Df9uhkM2JS60FYjymgM3hn20-n8gZuEaA788VEAp2IwVr6lveMojVpFIEyPPlxLn7jx7qET204fz7fLuqZGbpyOsuLjWecoeBB57FMDTnxkkG0pVvsEjE2SBDglXWVmY9G3pGMvl)

**Scene Objects** are converted automatically.

Right now, Unity has no Inspector for ECS **Systems**. They simply live in memory without us being able to modify their public variables. This is why **DOTSNET** has an authoring component for each system, like **NetworkServerAuthoring**:![](https://lh6.googleusercontent.com/WewZgDeXgqonS00ILNoY0p7Od_4CpvlbJ-O_RM7FH7L5h0s7JtMmLtKS-SNhKYwI7pZZck3VE2q2ih1f2nkllKgvfn8Z5R_SSka7nrLgTVp-YiEuWkQ6Y-5A3Q_1gJz5FX6gx8xX)

System Authoring components simply copy the exposed fields to the actual systems in the ECS world.

{% hint style="info" %}
Authoring likely won't be needed in the future as Unity adds better DOTS support.
{% endhint %}


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