Struct Position
User specified (or calculated) World position
- If a TransformParent exists and no LocalPosition exists, the value will be used as the object to World translation irrespective of the parent object to World matrix.
- If a TransformParent exists and a LocalPosition exists, the calculated World position will be stored in this value by the TransformSystem.
- If a TransformMatrix exists, the value will be stored as the translation part of the matrix.
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 Position : IComponentData
Constructors
Position(float3)
Declaration
public Position(float3 position)
Parameters
Type | Name | Description |
---|---|---|
float3 | position |
Fields
Value
Declaration
public float3 Value
Field Value
Type | Description |
---|---|
float3 |