I'm requesting a bool on PhysicsShape to prevent ECS entity colliders on children, being merged down into a composite collider on the parent during prefab conversion. The example: Body + Shield <<< Bullet I have a shield childed to a body ( in a gameobject prefab ), I want the shield to collide with incoming bullets and take damage to eventually be destroyed. Both it and the body can take damage from bullets. However, as the shield's collider is merged down into the parent's during conversion; the parent ends up taking the damage instead of the shield on collision with a bullet. I do not know how to prevent this merge. If there is already a way to prevent this, I can't find it anywhere - and it should be on the PhysicsShape anyway. Thank you greatly.