Namespace Unity.Transforms
Classes
CopyInitialTransformFromGameObjectComponent
CopyInitialTransformFromGameObjectSystem
CopyTransformFromGameObjectComponent
CopyTransformFromGameObjectSystem
CopyTransformToGameObjectComponent
CopyTransformToGameObjectSystem
HeadingComponent
HeadingSystem
LocalHeadingComponent
LocalPositionComponent
LocalRotationComponent
MoveForwardComponent
MoveForwardSystem
MoveSpeedComponent
PositionComponent
RotationComponent
TransformInputBarrier
TransformMatrixComponent
TransformParentComponent
TransformSystem
Structs
CopyInitialTransformFromGameObject
Copy Transform from GameObject associated with Entity to TransformMatrix. Once only. Component is removed after copy.
CopyTransformFromGameObject
Copy Transform from GameObject associated with Entity to TransformMatrix.
CopyTransformToGameObject
Copy Transform to GameObject associated with Entity from TransformMatrix.
Heading
LocalHeading
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.
LocalRotation
User specified rotation 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 rortation will be stored as the rotation part of that matrix.
- If a Rotation exists, the calculated world rotation will be stored in that component data.
- If TransformParent refers to the entity this component is associated with, the calculated world rotation will be used as the rotation part in the object to world matrix for the entity associated with this component, regardless of if it is stored in a TransformMatrix.
MoveForward
MoveSpeed
Store float speed. This component requests that if another component is moving the PositionComponent it should respect this value and move the position at the constant speed specified.
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.
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.
TransformMatrix
Store a (calculated) float4x4 matrix representing the Object to World position/rotation/scale transformation. Required by other systems. e.g. MeshInstanceRenderer
TransformParent
User assigned parent Entity. Local transformations (e.g. LocalPosition, LocalRotation) will be relative to the object to world matrix associated with the parent entity. The parent's object to world matrix may only be temporary if it's not explicitly stored in a TransformMatrix.