Hey everyone, So I stumbled upon the same issue as explained here, however I don't have a LocalToWorld to use: https://forum.unity.com/threads/localtoworld-rotation-affected-by-entity-scale.882133/ I start off with a rotated non-uniformly scaled GameObject prefab, which only consists of a collider. I convert it to an Entity and then when trying to apply rotations to it, it doesn't rotate correctly with the GameObject. In this specific case I simply copy + paste the rotation from the visual (as seen in the picture) to the entity (which is the collider). This works fine if the prefab itself has all rotational values to 0. Some fixes given in the thread above are to use: - quaternion.LookRotationSafe(fwd, up) or - Unity.Physics.Math.DecomposeRigidBodyOrientation(localToWorld.Value) However the rotation I'm copying is not from an Entity, so I cant use LTW from the visual object, I've tried creating a new LTW component on the go with the visuals' position / rotation / scale but it doesn't seem to work. Altering the LTW component itself didn't give me the results I am looking for either. Now I could fix it by rotating all objects used in the prefab to a zero rotation in blender, but I'm sure there's a better solution for this where I can freely use rotations / scaling in prefabs before converting & applying rotations on it later. For info: Im using the latest entity/havok packages Thanks in advance!