Hi I'm working on an complex engine simulation. Before starting to use ecs I'd like calculate all complex parameters and relations in a common way. If the simulation works perfectly then I want to start over with ecs to have control of what is going wrong and have a correct comparable simulation engine code in the first place. The simulation engine runs currently in one function. I cache position/rotation/etc of all parts into massive vector3/4 arrays and apply them back to the engine objects. But what is fastest method in common unity system to apply the result transform to the objects. Calculate in update and apply result transform values in LateUpdate()? Or does it not mater to apply the transform values directly after a single calculation to the game objects? Any hints on this?