docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Transform helper overview

    The TransformHelpers class contains extensions to the math library that make it easier for you to work with transformation matrices.

    In particular, the extensions help you work with the float4x4 contained in the LocalToWorld component.

    Extension methods

    You can use the extension methods in TransformHelpers to minimize the usage of matrix math in your code. For example, to transform a point from local space into world space you can use TransformPoint:

    float3 myWorldPoint = myLocalToWorld.Value.TransformPoint(myLocalPoint);
    

    Or, to transform a point from world space into local space you can use InverseTransformPoint:

    float3 myLocalPoint = myLocalToWorld.Value.InverseTransformPoint(myWorldPoint);
    

    The transformation of rotation and direction are handled in a similar way.

    Other methods

    There are a few methods that aren't extensions outlined below.

    LookAtRotation

    The LookAtRotation method computes a rotation so that "forward" points to the target:

    float3 eyeWorldPosition = new float3(1, 2, 3);
    float3 targetWorldPosition = new float3(4, 5, 6);
    quaternion lookRotation = TransformHelpers.LookAtRotation(eyeWorldPosition, targetWorldPosition, math.up());
    

    ComputeWorldTransformMatrix

    You can use the ComputeWorldTransformMatrix method to immediately use an entity's precise world-space transformation matrix. For example:

    • When performing a raycast from an entity which might be part of an entity hierarchy, such as the wheel of a car object. The ray origin must be in world-space, but the entity's LocalTransform component might be relative to its parent.
    • When an entity's transform needs to track another entity's transform in world-space, and the targeting entity or the targeted entity are in a transform hierarchy.
    • When an entity's transform is modified in the LateSimulationSystemGroup (after the TransformSystemGroup has updated, but before the PresentationSystemGroup runs), you can use ComputeWorldTransformMatrix to compute a new LocalToWorld value for the affected entity.
    public void Foo(ref SystemState state)
    {
        // Create a simple hierarchy
        Entity parentEntity = state.EntityManager.CreateEntity(typeof(LocalToWorld), typeof(LocalTransform));
        state.EntityManager.SetComponentData(parentEntity, new LocalToWorld() { Value = float4x4.identity });
        state.EntityManager.SetComponentData(parentEntity, LocalTransform.Identity);
    
        Entity childEntity = state.EntityManager.CreateEntity(typeof(LocalToWorld), typeof(LocalTransform), typeof(Parent));
        state.EntityManager.SetComponentData(childEntity, new Parent() { Value = parentEntity });
        state.EntityManager.SetComponentData(childEntity, new LocalToWorld() { Value = float4x4.identity });
        state.EntityManager.SetComponentData(childEntity, LocalTransform.Identity);
    
        // Move the parent
        state.EntityManager.SetComponentData(parentEntity, LocalTransform.FromPosition(1, 2, 3));
    
        // At this point, both the child's and the parent's LocalToWorld will still be identity, because
        // ParentSystem and LocalToWorldSystem have not run yet.
        float4x4 childLocalToWorldMatrix = SystemAPI.GetComponent<LocalToWorld>(childEntity).Value; // Will be identity
    
        // The following should really be in an OnCreate() or similar. In that case, you will need to call
        // Lookup.Update in the OnUpdate().
        ComponentLookup<LocalTransform> localTransformLookup = SystemAPI.GetComponentLookup<LocalTransform>(true);
        ComponentLookup<Parent> parentLookup = SystemAPI.GetComponentLookup<Parent>(true);
        ComponentLookup<PostTransformMatrix> postTransformLookup = SystemAPI.GetComponentLookup<PostTransformMatrix>(true);
    
        // If you absolutely need the child's up to date LocalToWorld before LocalToWorldSystem has run, this is how
        // you do it. It is an expensive operation, so use it carefully.
        TransformHelpers.ComputeWorldTransformMatrix(childEntity, out childLocalToWorldMatrix, ref localTransformLookup, ref parentLookup,
            ref postTransformLookup);
    }
    

    Additional resources

    • TransformHelpers API documentation

    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Extension methods
    • Other methods
      • LookAtRotation
      • ComputeWorldTransformMatrix
    • Additional resources
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)