This weekend I made another offensive to my item equip code. It depends on the mesh assembly code, which deals with building a model from several meshes, if they share the same skeleton. To be equipped, the item must have the same skeleton too, of course, and the widely (and only) documented method is to copy the bone info from the base skeleton to the other meshes. Simple items like weapons does not need this, as they can be attached to a bone and that's all. But my first approach had major flaws. It required a list of prefabs that were assembled into a a model and then to a list of GameObjects, the NPCs were not visible in the map, and just recently found that destroying the switched part left me without the original part to restore it when the item was removed. So, I sat and put my brain in afterburner mode. It didn't worked... until yesterday, when at last I figured out how to get rid of the lists of original prefabs, the resulting GameObjects, etc, and put that in a...