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Resolved World Transform as Core component for everything to buils custom TransformSystems

Discussion in 'DOTS Dev Blitz Day 2022 - Q&A' started by JesOb, Dec 8, 2022.

  1. JesOb

    JesOb

    Joined:
    Sep 3, 2012
    Posts:
    1,109
    Hi

    DreamingImLatios have feedback v2 and there it mention his transform system that require only one main component to use for most outer ssystems

    Code (CSharp):
    1.     // World space transform for all entities. Is also local space for root entities. It is always present, and is the only required transform component for rendering.
    2.     public struct WorldTransform : IComponentData
    3.     {
    4.         public TransformQvvs worldTransform;
    5.     }
    https://github.com/Dreaming381/lsss...s-framework/Transforms/TransformComponents.cs

    What plans Do Unity have about transform system and do you have plans to create such simple one component interface for communicating world transform of Entity so others can build custom systems on it?


    Current Transform system has too many components and have too big memory consumption on entity do you have plans to optimize this like DreamingImLatios does?
     
    DreamingImLatios likes this.
  2. jivalenzuela

    jivalenzuela

    Unity Technologies

    Joined:
    Dec 4, 2019
    Posts:
    76
    Hi! We don't currently have plans to significantly revisit the Transform V2 components but I'm a big fan of DreamingImLatios's work and have been reading his feedback carefully.
     
    JesOb, Occuros and TheOtherMonarch like this.