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    Struct LocalPosition

    User specified position in local space.

    1. If a TransformParent exists, the object to world matrix will be determined by the parent's transform. Otherwise, it will be a Unit matrix.
    2. If a TransformMatrix exists, the calculated world position will be stored as the translation in that matrix.
    3. If a Position exists, the calculated world position will be stored in that component data.
    4. If TransformParent refers to the entity this component is associated with, the calculated world position will be used as the translation in the object to world matrix for the entity associated with this component, regardless of if it is stored in a TransformMatrix.
    Inherited Members
    System.ValueType.Equals(System.Object)
    System.ValueType.GetHashCode()
    System.ValueType.ToString()
    System.Object.Equals(System.Object, System.Object)
    System.Object.ReferenceEquals(System.Object, System.Object)
    System.Object.GetType()
    Namespace: Unity.Transforms
    Syntax
    [Serializable]
    public struct LocalPosition : IComponentData

    Constructors

    LocalPosition(float3)

    Declaration
    public LocalPosition(float3 position)
    Parameters
    Type Name Description
    float3 position

    Fields

    Value

    Declaration
    public float3 Value
    Field Value
    Type Description
    float3
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