void PrepareChildForConversion(GameWorldType worldType, Transform newParent)
    {
        ViewBindingDefinition simToViewBinding = GetComponent <ViewBindingDefinition>();
        GameObject            childGO          = simToViewBinding.GetGameObject(worldType);

        if (!childGO)
        {
            return;
        }

        Transform childTr = childGO.transform;
        ConvertToEntityMultiWorld childConverter = childGO.GetComponent <ConvertToEntityMultiWorld>();

        // Make sure the child has a conversion component with the correct data
        if (childConverter)
        {
            if (childConverter.WorldToConvertTo != worldType)
            {
                Debug.LogError($"Child '{childGO.name}' of blueprint '{gameObject.name}' doesn't the expected conversion world.");
            }
        }
        else
        {
            switch (worldType)
            {
            case GameWorldType.Simulation:
                childConverter = childGO.GetOrAddComponent <ConvertToSimEntity>();
                break;

            case GameWorldType.Presentation:
                childConverter = childGO.GetOrAddComponent <ConvertToViewEntity>();
                break;
            }
            childConverter.ConversionMode = ConversionMode;
        }

        // separate the child
        Transform tr = transform;

        childTr.SetParent(newParent, worldPositionStays: false);
        childTr.localPosition = tr.localPosition;
        childTr.localRotation = tr.localRotation;
        childTr.localScale    = tr.localScale;
        //if (childConverter is ConvertToSimEntity simConverter)
        //    simConverter.FillLocalFixTransformData();

        // if we have blueprints under our hierarchy ...
        int childCount = tr.childCount;

        for (int i = 0; i < childCount; i++)
        {
            // recursive 'PrepareChildForConversion'
            Transform child = tr.GetChild(i);
            if (child.TryGetComponent(out ConvertViewBindingDefinitionToEntities subConvert))
            {
                subConvert.PrepareChildForConversion(worldType, childTr);
            }
        }
    }
    void PrepareChildForConversion(GameWorldType worldType, Transform newParent)
    {
        BlueprintDefinition blueprintDefinition = GetComponent <BlueprintDefinition>();
        GameObject          childGO             = blueprintDefinition.GetGameObject(worldType);

        if (!childGO)
        {
            return;
        }

        Transform childTr = childGO.transform;
        ConvertToEntityMultiWorld childConverter = childGO.GetComponent <ConvertToEntityMultiWorld>();

        // Make sure the child has a conversion component with the correct data
        if (childConverter)
        {
            if (childConverter.WorldToConvertTo != worldType)
            {
                Debug.LogError($"Child '{childGO.name}' of blueprint '{gameObject.name}' doesn't the expected conversion world.");
            }
        }
        else
        {
            switch (worldType)
            {
            case GameWorldType.Simulation:
                childConverter = childGO.AddComponent <ConvertToSimEntity>();
                break;

            case GameWorldType.Presentation:
                childConverter = childGO.AddComponent <ConvertToViewEntity>();
                break;
            }
            childConverter.ConversionMode = ConversionMode;
        }

        // add the blueprint Id
        childGO.AddComponent <BlueprintIdAuth>().Value = blueprintDefinition.BlueprintIdValue;

        // separate the child
        childTr.SetParent(newParent);

        // if we have blueprints under our hierarchy ...
        Transform tr         = transform;
        int       childCount = tr.childCount;

        for (int i = 0; i < childCount; i++)
        {
            // recursive 'PrepareChildForConversion'
            Transform child = tr.GetChild(i);
            if (child.TryGetComponent(out ConvertBlueprintToEntities subConvert))
            {
                subConvert.PrepareChildForConversion(worldType, childTr);
            }
        }
    }