anchor.diff:              let dispatcher = entity.GetDispatcher world
               let world = dispatcher.PostUpdate (entity, world)
               let facets = entity.GetFacets world
  -            let world =
  -                // OPTIMIZATION: elide Array.fold overhead for empty arrays
  -                if facets.Length = 0 then world
  -                else Array.fold (fun world (facet : Facet) -> facet.PostUpdate (entity, world)) world facets
  +            let world = Array.fold (fun world (facet : Facet) -> facet.PostUpdate (entity, world)) world facets
               if World.getEntityPublishPostUpdates entity world then
                   let eventTrace = EventTrace.debug "World" "postUpdateEntity" "" EventTrace.empty
                   World.publishPlus () entity.PostUpdateEvent eventTrace Simulants.Game false false world
  
positive.code:             let dispatcher = entity.GetDispatcher world
              let world = dispatcher.Update (entity, world)
              let facets = entity.GetFacets world
              let world =
                  // OPTIMIZATION: elide Array.fold overhead for empty arrays
                  if facets.Length = 0 then world
                  else Array.fold (fun world (facet : Facet) -> facet.Update (entity, world)) world facets
              if World.getEntityPublishUpdates entity world then
                  let eventTrace = EventTrace.debug "World" "updateEntity" "" EventTrace.empty
                  World.publishPlus () entity.UpdateEvent eventTrace Simulants.Game false false world
  
negative.code:             let dispatcher = entity.GetDispatcher world
              let world = dispatcher.Actualize (entity, world)
              let facets = entity.GetFacets world
              Array.fold (fun world (facet : Facet) -> facet.Actualize (entity, world)) world facets
  
          /// Get all the entities contained by a group.
          [<FunctionBinding>]
  