Does entities package has a component or a workaround to ignore parenting on some prefabs in the conversion workflow?
in some cases GameObjects parenting is required for ease of use in edit mode but completely useless at run time.
eg:
All of ParticleSystems prefabs (converted with sub-scene) are under a prefab called ‘Environment Particles’ to help the level designer grouping them into a parent prefab to simplify his workflow.
for this case entity parenting is just unnecessary and adds extra work for the TransfromSystemGroup.
Did you try to make a script on your root implementing the entity conversion interface in which you detach all the children and destroy the entity ?
EDIT : does not work, has the major flaw of actually detaching the GO in the hierarchy, probably not wanted 
For not converting StopConvertToEntity(a monobehaviour) can be used to prevent child tree from converting to entity
He doen’t want to stop the conversion, he wants to convert all the children and get rid of the parent entity that is just there to organize his scene when authoring it.
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I mean [quote=“WAYNGames, post:2, topic: 811699, username:WAYNGames”]
detach all the children and destroy the entity
[/quote]
is equal to StopConvertToEntity
I that case ConvertToEntity can be turned on only for the children.
ConvertToEntity and StopConvertToEntity can be used together to define which branch of the transform hierarchy needs to be converted and at what depth
That’s a typical case when Transform hierarchy is used as a grouping method.
It’s not a grouping method. It’s a transform parent constrain tree.
Try this https://assetstore.unity.com/?q=hierarchy pro&orderBy=1
this plugin has dedicated grouping methods in editor, where you don’t need to use Transform parent on something that should not have transfrom parent constrain.
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Yes but that would mean manually adding the convert to entity to all its (direct) children…
Also my solution has the major flaw of actually detaching the GO in the hierarchy, probably not wanted 
No that bad just multiple selections and a check.
Can’t do that in a subscene
You can’t do it in mainscene

But you can open the subscene

We have been doing this all the time.
Right now, you can put a StaticOptimizeEntity component on your game object to indicate that your game object is static, in which case we get rid of the hierarchy.
We are working on more changes to this specific part of the conversion process (what transform components get added, how does the game object hierarchy get translated to entities, what can be stripped etc.) but it’s not quite ready yet.
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