using System; using Unity.Entities; using Unity.Mathematics; namespace Unity.Transforms { /// /// If is not previously added, LocalToWorld is added by system if Rotation +/- Position +/- Scale exist. /// Updated by system. /// Read-only from external systems. /// User responsible for removing. /// [Serializable] public struct LocalToWorld : IComponentData { public float4x4 Value; } public class LocalToWorldComponent : ComponentDataWrapper { } }