Getting and removing SetParent() entity?Solved
What is the way to get the parent entity set with ent.setparent();  to remove it.
look Vanish plugin
You can like at least open "BaseEntity" class and all answers will be there
you can at least shut up i know you do not like me orange i dont need your smart ass coments. everywhere i go of cores i looked and cant fig it out is why im asking for help.

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Thanks Swenenzy ill check that out.

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i would asume BaseEntity parentEntity = myentity.GetParentEntity(); but its not.

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same with parentEntity = myentity.GetComponentInParent<BaseEntity>();
I can't be without smart ass comments since you doesnt even checked BaseEntity class in decomplier and doesnt checked how
BaseEntity.SetParent​
works... There are like answer on second-third line.

ENTITY1.GetParentEntity() //get parent of ENTITY1
ENTITY1.children // list of childrens (entities where ENTITY1is parent)​
as stated befor
ENTITY1.GetParentEntity()​

is not working is only returning the entity not the parent entity.

ENTITY1.children

is ruturning null so i got something a miss thanks for replying so i know i am doing it right and that somthing else is wrong elsewhere.

also yes i decompile.

public class BaseEntity : BaseNetworkable, IOnParentSpawning, IPrefabPreProcess
{
private static Queue<BaseEntity> globalBroadcastQueue = new Queue<BaseEntity>();
private static uint globalBroadcastProtocol = 0;
public static HashSet<BaseEntity> saveList = new HashSet<BaseEntity>();
public bool enableSaving = true;
private System.Collections.Generic.List<EntityLink> links = new System.Collections.Generic.List<EntityLink>();
private int doneMovingWithoutARigidBodyCheck = 1;
private EntityRef[] entitySlots = new EntityRef[7];
protected bool isVisible = true;
protected bool isAnimatorVisible = true;
protected bool isShadowVisible = true;
protected OccludeeSphere localOccludee = new OccludeeSphere(-1);
[Header("BaseEntity")]
Okay i know what is wrong here - your question. 

1. What you mean by "parent entity"
2. What you exactly trying to do
i got it now i was missing some calls in my mono. so it was placing the entity back after killed.
Locked automatically