Holds the index offset at which the skin matrices of this entity are stored in the buffer containing all skin matrices.
Copy Transform from GameObject associated with Entity to TransformMatrix. Once only. Component is removed after copy.
Copy Transform from GameObject associated with Entity to TransformMatrix.
Copy Transform to GameObject associated with Entity from TransformMatrix.
Frozen is added by system when Static is resolved. Signals that LocalToWorld will no longer be updated. Read-only from other systems. User responsible for removing.
When added, TransformSystem will process transform compomnnts once to update LocalToWorld. Once that is resolved, the Frozen component will be added and LocalToWorld will no longer be updated.