Struct TransformAuthoring
TransformAuthoring is automatically created for every single entity created during baking. It gives access to the complete data the authoring Transform carries, the components exist only during baking. The TransformAuthoring component is stripped out automatically at runtime.
This can be used by systems that want to access the original authoring transform data in baking systems, without relying on the runtime transforms existing. In many cases we want to bake our authoring state into more optimal runtime representations. For example Unity.Physics bakes all colliders that may be children in the game object hierarchy into the entity containing the rigidbody. Hence the game objects with those colliders might not be required to be entities at runtime at all, but in baking systems we need to be able to access the TransformAuthoring data to correctly bake the colliders based on their positions relative to the parent rigidbody.
Namespace: Unity.Entities
Assembly: solution.dll
Syntax
public struct TransformAuthoring : IComponentData, IQueryTypeParameter
Fields
Name | Description |
---|---|
AuthoringParent | Authoring parent entity. |
ChangeVersion | Version number to detect changes to this component. |
LocalPosition | Local position as found in the Transform Component. |
LocalRotation | Local rotation as found in the Transform Component. |
LocalScale | Local scale as found in the Transform Component. |
LocalToWorld | Local to world matrix as found in the Transform Component. |
Position | World space position as found in the Transform Component. |
Rotation | World space rotation as found in the Transform Component. |
RuntimeParent | Runtime parent entity. |
Methods
Name | Description |
---|---|
Equals(TransformAuthoring) | Compares two TransformAuthoring instances to determine if they are equal. |