Im currently trying to handle multiple ECS worlds and multiple game objects that have entities that relate to them. I'm going to have multiple worlds, and the gameobjects exist across them. The "active" world is the one that controls the gameobject. I'm thinking that the best way is to switch from having 1 entity reference on each gameobject to having multiple ones, one for each world. And whatever world is "active", the entity for that world is the "active" entity. And perhaps I tie some state recording into it as well, like was the gameobject enabled or disabled in that world, and restore the state when the active world and entity switches. Does this sound like a sane thing to do? I'm trying to think of alternatives but that seems like the most appropriate way forward. Right now, the conversion system only allows one World to have a GameObject, but if I leverage the `CopyEntitiesFrom` API on the EntityManager I think I can make it work.