Struct LocalToWorldSystem
This system computes a LocalToWorld matrix for each entity
Implements
Namespace: Unity.Transforms
Assembly: Unity.Transforms.dll
Syntax
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.Default|WorldSystemFilterFlags.Editor, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(TransformSystemGroup))]
[UpdateAfter(typeof(ParentSystem))]
public struct LocalToWorldSystem : ISystem
Remarks
Entity transformation hierarchies are created using the Parent and LocalTransform components, and maintained by the ParentSystem.
For root-level / world-space entities with no Parent, the LocalToWorld can be computed directly from the entity's LocalTransform.
For child entities, each unique hierarchy is traversed recursively, computing each child's LocalToWorld by composing its LocalTransform with its parent's world-space transform.
Methods
Name | Description |
---|---|
OnCreate(ref SystemState) | Called when this system is created. |
OnCreateForCompiler(ref SystemState) | Generated by compilation pipeline and used internally. |
OnUpdate(ref SystemState) | Called when this system is destroyed. |