HI All. This is my first post and I really hope this can be asked here. Otherwise I am sorry for posting in the wrong forum. I have a prefab, basically an simple textured FBX crate model (mesh and material). Crate has; - "converted to entity“ component with "create and destroy" - physics body - physics shape ... Upon starting the sample, the crate and mesh get converted to Entities. When the collision happens i want to destroy crate and all of its childs. In my case, Empty_Mesh. In my case when i destroy Crate the mesh is still there, which makes sense since both are independent entities after convert. I am destroying my all of this in „ITriggerEventsJob" "EntityCommandBuffer“.DestroyEntity(crate); Any hints on how to effectively destroy both entities on collision trigger ?