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Question by See_Sharp · Sep 17, 2020 at 07:02 AM · positionworldspacelocalspace

ECS set the translation to world position

I have the following hierarchy of game objects which will be converted to entities:

  Parent
   |- Child1
   |- Child2

The parent has an AuthoringComponent and all objects will be converted to the ECS.

In the entity component system, the parent will translate/rotate. On top of that, Child1 and 2 will have to be set to a world position fed from outside of the entity component system from a monobehaviour. My approach:

     Entities.ForEach((ref ChildComponent childComponent , ref Translation translation, ref Rotation rotation, ref LocalToWorld localToWorld) =>
         {
             var worldPosition = GetWorldPositionForChild(childComponent.ChildType);
                             localToWorld.Value = new float4x4(rotation, worldPosition);
         });


However, no matter the world position set to the children, they will always appear to be in (0, 0, 0) local space compared to the parent. I also tried setting the ref Translation component to the world position or localToWorld.Position - translation.Value to calculate the local space difference but that gave me even more bizarre outcomes.

How do I calculate the offset needed?

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