Hi, for my shooter game, when the player equips a new weapon, I want to disable the current weapon model on the the player entity, and enable the newly equipped weapon model.
In order to implement this, I’ve put all models below the player hierarchy, and using a ServerSimulation flagged ISystem to add/remove Disabled component to the Weapon root objects. They have LinkedEntityGroup component too.
When I do this, it doesn’t work at all. Looking at the Entity debugger, the Entity is getting detached from the Player prefab for some reason. Notice the detached Minigun here.
Is this not doable when using Ghosts? What other options do I have for implementing this logic?
Using Entities 1.3.5, NetCode 1.3.2 version

