dots-transform-patterns

Write LocalTransform and Parent components while treating LocalToWorld as read-only output.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill dots-transform-patterns
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dots-transform-patterns
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/workspace/dots-program/scratch/wave-2-orchestrator-drafts/dots-transform-patterns
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill dots-transform-patterns

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents incorrect use of Entities 1.x transform components that leads to stale matrices, child position lag, and snap-on-reparent bugs.

Core Features & Use Cases

  • Correct writable vs derived transform split: Use LocalTransform as the writable truth and treat LocalToWorld as system-owned output.
  • Hierarchy and reparenting guidance: Safely handle Parent structural changes with the right LocalTransform ordering to avoid visible teleporting and one-frame inconsistencies.
  • Scale and shear correctness: Apply PostTransformMatrix for non-uniform scale and shear while using LocalTransform.Scale as uniform-only.
  • Opt-out when customizing transforms: Decide when to replace the default transform model at the Baker/System boundary and what tradeoffs that implies.

Quick Start

Ask the AI to explain how to parent a runtime entity to another entity using Entities 1.x so that its world-space pose does not snap and its children read the correct transform after TransformSystemGroup.

Frequently Asked Questions about dots-transform-patterns

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
Why do child entities snap or lag behind when reparenting in Unity Entities 1.x?

Child entities snap or lag during reparenting because LocalToWorld matrices become stale. To fix this, write only LocalTransform and treat LocalToWorld as read-only output, ensuring reader systems order correctly relative to TransformSystemGroup.

How do I apply non-uniform scale and shear to an entity without breaking its hierarchy transform?

To apply non-uniform scale and shear without breaking hierarchy transforms, use PostTransformMatrix. Keep LocalTransform.Scale reserved strictly for uniform scaling while treating LocalToWorld as a system-derived output.

Should I write directly to LocalToWorld when updating entity transforms in a hierarchy?

You should never write directly to LocalToWorld when updating entity transforms. LocalToWorld is a system-owned output; write only to LocalTransform to maintain correct world-space poses for parents and children.

How do I parent a runtime entity to another entity without visible teleporting?

To parent a runtime entity without teleporting, handle Parent structural changes with correct LocalTransform ordering. This prevents one-frame inconsistencies and ensures children read the correct transform after TransformSystemGroup.

When should I opt out of the default transform model at the Baker boundary?

You should opt out of the default transform model at the Baker boundary when customizing transform components emitted for specific runtime hierarchy designs. This requires deciding tradeoffs regarding which transform components are baked.

What causes stale world transforms in Entities parent/child hierarchies?

Stale world transforms occur when incorrectly writing to LocalToWorld or misordering systems relative to TransformSystemGroup. Prevent this by using LocalTransform as the writable truth and ensuring correct reader system ordering.