 	{
 		use namespace minko_scene;
 		
-		private static var _id			: uint							= 0;
-		
 		minko_scene var _children		: Vector.<ISceneNode>			= null;
 		minko_scene var _numChildren	: uint							= 0;
-
-		private var _name				: String						= null;
-		private var _root				: ISceneNode					= null;
-		private var _parent				: Group							= null;
 		
 		private var _numDescendants		: uint							= 0;
-		private var _transform			: Matrix4x4						= new Matrix4x4();
-		private var _localToWorld		: Matrix4x4						= new Matrix4x4();
-		private var _worldToLocal		: Matrix4x4						= new Matrix4x4();
-		
-		private var _controllers		: Vector.<AbstractController>	= new <AbstractController>[];
-		
-		private var _added				: Signal						= new Signal('Group.added');
-		private var _removed			: Signal						= new Signal('Group.removed');
-		private var _addedToScene		: Signal						= new Signal('Group.addedToScene');
-		private var _removedFromScene	: Signal						= new Signal('Group.removedFromScene');
+		
 		private var _descendantAdded	: Signal						= new Signal('Group.descendantAdded');
 		private var _descendantRemoved	: Signal						= new Signal('Group.descendantRemoved');
-		private var _controllerAdded	: Signal						= new Signal('Group.controllerAdded');
-		private var _controllerRemoved	: Signal						= new Signal('Group.controllerRemoved');
 
 		/**
 		 * The number of children.


		protected function initialize() : void
		{
			_root = this;
			_name = AbstractSceneNode.getDefaultSceneName(this);
			_children = new <ISceneNode>[];

			transform.changed.add(transformChangedHandler);
			descendantAdded.add(descendantAddedHandler);
			descendantRemoved.add(descendantRemovedHandler);
		}

			return position < _numChildren ? _children[position] : null;
		}

		public function getDescendantsByType(type 			: Class,
											 descendants 	: Vector.<ISceneNode> = null) : Vector.<ISceneNode>
		{
