I've done some spectacular edits to make everything cleaner/neater as I alter OctTreeAlt to work sanely and modularly. I ended up taking a silly long amount of time looking for a way to AddComponent when I'd been passed a type... only to realize that absolutely nothing relaly has to be done at all, haha! In any event, right now my job is to refactor all of this code so that the CogBlock Skeleton will be prepped for modifications, adding textures, and so forth. I just halted by using the same mesh for rendering and collision, awhilst considering whether or not to hold a reference to the mesh in class. I have a temporary solution to getting volumeRenderer and volumeCollider attributes down to the lowest node levels (they are basically control structures, with no real functionality; everything is rendered at the Octree node, which was a big lesson I learned today and very important). Now I've broken SynchNodes down considerably, and *hopefully* I can continue breaking it down, prettying it up, debugging it, and then getting it back to renderering ASAP.