Hey there! I have entities that have child entities. But when I destory/disable the parent entity, child entities stay still. I don’t know how to destroy them. Should’nt they’d be destroyed as well ?
You may need to have a LinkedEntityGroup on the parent, see here . At least that works with instantiation, I imagine it’s the same when destroying, though I haven’t tested it.
Interesting, haven’t tested p32 due to lots of bug&crash reports. But Idk, this is in conversion system. Hopefully EntityCommandBuffer has something for handling linkedentitygroup.
Thank you.
Edit: It appears to be with p32, instantiation problem has fixed. Good to know that it is a Unity bug
Btw, if you don’t mind I have another question @Sarkahn_1 . I am having a problem when I instantiate an entity which instantiates another entity in runtime. Example: Enemies who shoot bullets. If I have those enemies in scene and don’t spawn them through a system, bullets are spawning with all components. But in the other case, bullet entities still spawning but they no longer have components on them, they even don’t have localToWorld component. So I don’t know what to do for this as well
P.S. I am using a gameobject and proxy component to convert bullets to entities.(So they are referenced prefabs)