Struct LocalPosition
User specified position in local space.
- If a TransformParent exists, the object to world matrix will be determined by the parent's transform. Otherwise, it will be a Unit matrix.
- If a TransformMatrix exists, the calculated world position will be stored as the translation in that matrix.
- If a Position exists, the calculated world position will be stored in that component data.
- 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 |