Hi, I have some code that output world positions and rotations. I'm working int a pure ECS context (with parenting transforms), so I'm at the last step and I see that LocalToWorld matrix can't be set because it's overwritten by TransformSystem at each update (also, I was fooled into thinking that Position and Rotation are world which is incorrect when there is a parent and it's very confusing). So I have access to : - Current localToWorld matrix - New localToWorld matrix - Parent localToWorld matrix My solution is this : Code (CSharp): float4x4 newLocalMatrix = math.mul(math.inverse(parentMatrix), newWorldMatrix); This code only works if there is no holes in the hierarchy I'm changing, for example if I have this : A -> B - > C - >D If I update only A, B and D the math would be wrong because I would not have updated C matrices. Is there a plan to handle world positioning ? Should we call the Update of TransformSystem manually when we need everything to be recalculated ? Thanks!