I've been working on a project where we want to create an object that has a small trigger around it's model and a second larger trigger to determine if something gets close. In the mono world i would have set up the scene hierarchy like this: -parent (small trigger / movement logic) -- child (large trigger) This causes the child to move with the parent. "Converting" this approach to ECS authorings led me to this: -parent (PhysicsShape "Raise Trigger Events" / PhysicsBody "Kinematic" / MyMovementComponent) -- child (PhysicsShape / Kinematic PhysicsBody) But as the PhysicsBody authorings states: the child "gets un-parented during the conversion process so it can take part in the physics simulation". This seems to be reasonable for a "Dynamic" and "Static" PhysicsBody but for a "Kinematic" Body I'd like to keep the parenting. I didn't find a built in option to re-enable the parenting. The first simple solution that came to my mind was to write a new system which syncs the positions. All that would be needed is a new component that references the other entity. The only issue i have with this approach is that it makes it more complicated for a designer. We want to provide prefabs to the designers which can be nested in arbitrary ways with (almost) no need to manually add authorings. Forcing them to remember this "trigger sync authoring" is error prone. Is there a better way to achieve this than syncing the positions with a new system? Is there something in the documentation I've missed?