anchor.diff:                  | Some overlayName ->
                       // OPTIMIZATION: apply overlay only when it will change something
                       if dispatcherName <> overlayName then
  -                        let facetNames = World.getEntityFacetNamesReflectively entityState
  +                        let facetNames = World.getFacetNamesReflectively entityState
                           Overlayer.applyOverlay EntityState.copy dispatcherName overlayName facetNames entityState overlayer
                       else entityState
                   | None -> entityState
  
positive.code:                     match World.trySynchronizeFacetsToNames entityState.FacetNames entityState (Some entity) world with
                      | Right (entityState, world) -> (entityState, world)
                      | Left error -> Log.debug error; (entityState, world)
                  let facetNames = World.getEntityFacetNamesReflectively entityState
                  let entityState = Overlayer.applyOverlay EntityState.copy oldOverlayName overlayName facetNames entityState overlayer
                  let oldWorld = world
                  let world = World.setEntityState entityState entity world
  
negative.code:                 | Some overlayName ->
                      // OPTIMIZATION: applying overlay only when it will change something
                      if dispatcherName <> overlayName then
                          let facetNames = World.getFacetNamesReflectively entityState
                          Overlayer.applyOverlay EntityState.copy dispatcherName overlayName facetNames entityState overlayer
                      else entityState
                  | None -> entityState
  