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Question by Limonz · Feb 02, 2020 at 03:03 PM · instantiationtranslation

ECS - Translation ignored if prefab's root object is empty object

I'm trying to instantiate a new entity but unfortunately it ignores my given position and spawns itself always at the same location.


Here is the situation:

I've a prefab which one I'm trying to instantiate as entity. It's structure is showed in image below:

alt text

In my prefab, the root object Another is an empty object with only one component (`Transform`).

I'm using IConvertGameObjectToEntity and IDeclareReferencedPrefabs to convert my prefabs to entities.

Here is my TestAuthoring class which implements them:

 public class TestAuthoring : MonoBehaviour, IConvertGameObjectToEntity, IDeclareReferencedPrefabs
 {
     public static GameObject _LoadedPrefab;
     public static Entity _Entity;
 
     public void Convert(Entity containerEntity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
     {
         _Entity = conversionSystem.GetPrimaryEntity(_LoadedPrefab);
     }
 
     public void DeclareReferencedPrefabs(List<GameObject> referencedPrefabs)
     {
         _LoadedPrefab = Resources.Load<GameObject>("Prefabs/Another");
         referencedPrefabs.Add(_LoadedPrefab);
     }
 }

And another piece of code that I use to instantiate new entities:

 var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
 
 var newEntity = entityManager.Instantiate(TestAuthoring._Entity);
 entityManager.SetComponentData(newEntity, new Translation() { Value = spawnPoint });

But unfortunately the spawned entity's position is always (0,0,0).


The strange thing is, when I add a Collider Component to the root object of the prefab, the new spawn performs at the desired position.

I don't know what I'm doing wrong here as I'm new to the ECS of Unity. How can I make this work while keeping my root object without other components?

prefab.png (4.0 kB)
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