Struct Rotation
User specified (or calculated) world rotation
- If a TransformParent exists and no LocalRotation 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 LocalRotation exists, the calculated world rotation will be stored in this value by the TransformSystem.
- If a TrasformMatrix exists, the value will be stored as the rotation 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
public struct Rotation : IComponentData
Constructors
Rotation(quaternion)
Declaration
public Rotation(quaternion rotation)
Parameters
Type | Name | Description |
---|---|---|
quaternion | rotation |
Fields
Value
Declaration
public quaternion Value
Field Value
Type | Description |
---|---|
quaternion |