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This is definitively possible, but not the recommended way of approaching the problem you are describing. I would typically add an Inventory component, and remove physics and rendering components to "convert" a physical entity into an inventory item. I've done this many times. I think you would benefit from not looking at different Worlds as different "container" where to put entities. But rather entirely ignore the concept of World (unless you care about serialization and scene loading, or other esoteric stuff). It's an implementation details, and shouldn't enter in game logic. Use components to "tag" entities with various behaviors.

If you want to "move" entities between Worlds, it is p…

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@TerranWorks
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A-ECS Entities, components, systems, and events
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