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    Struct Rotation

    User specified (or calculated) world rotation

    1. 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.
    2. If a TransformParent exists and a LocalRotation exists, the calculated world rotation will be stored in this value by the TransformSystem.
    3. 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
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