void UpdateIndex(int i)
{
Entity entity = manager.entities[i];
//Blend between previous and current states.
//Interpolated updates occur after proper updates complete.
//That means that the internal positions and the front buffer positions are equivalent.
//However, the backbuffer is uncontested and contains the previous frame's data.
Vector3.Lerp(ref manager.ReadBuffers.backBuffer[i].Position, ref entity.position, blendAmount, out backBuffer[i].Position);
Quaternion.Slerp(ref manager.ReadBuffers.backBuffer[i].Orientation, ref entity.orientation, blendAmount, out backBuffer[i].Orientation);
}