transform-usage-flags

Declare TransformUsageFlags for Unity DOTS baking entity transforms.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

TransformUsageFlags ensures each entity gets the correct transform components during ECS baking, preventing both wasted components on data-only entities and missing components that break moving entities.

Core Features & Use Cases

  • Precise bake-time transform declaration: Choose TransformUsageFlags.None, Dynamic, Renderable, or ManualOverride to match runtime behavior.
  • Correct behavior for moving vs data-only entities: Avoid spurious LocalTransform/LocalToWorld on entities that never move, and ensure transforms exist when entities do move.
  • Prefab-safe entity references: Use the matching flags when calling GetEntity for prefab fields to keep archetypes consistent.
  • Batching-friendly manual overrides: Use ManualOverride with ComponentTypeSet to minimize structural changes while taking full responsibility for adding transforms.

Quick Start

In your Baker, call GetEntity with TransformUsageFlags.Dynamic for entities that move at runtime and use TransformUsageFlags.None for config/singletons so that only the required transform components are baked.

Frequently Asked Questions about transform-usage-flags

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

FAQPage Schema
Why do my Unity DOTS entities get wrong transform components during baking?

Entities get wrong transform components during baking when TransformUsageFlags are not explicitly declared. You must specify flags like Dynamic or None in GetEntity calls to ensure correct LocalTransform and LocalToWorld composition.

How do I set TransformUsageFlags for moving versus data-only entities?

To set TransformUsageFlags correctly, use Dynamic for moving entities and None for config or singleton entities. This ensures only required transform components are baked, preventing wasted components on data-only entities.

What TransformUsageFlags should I use for prefab entity references in DOTS bakers?

For prefab entity references, use matching TransformUsageFlags when calling GetEntity. This keeps archetypes consistent and ensures prefab entities receive the correct runtime transform components during baking.

Can I use ManualOverride for batch component additions in Unity ECS baking?

You can use ManualOverride with ComponentTypeSet for batch component additions during ECS baking. This minimizes structural changes while transferring full responsibility for adding transforms to your baker logic.

When should I not use TransformUsageFlags.None in Unity DOTS?

You should not use TransformUsageFlags.None for entities that move or render at runtime. Applying None to moving entities omits required LocalTransform and LocalToWorld components, breaking their runtime behavior.

What is the best way to prevent spurious LocalToWorld components on data-only entities?

The best way to prevent spurious LocalToWorld components is declaring TransformUsageFlags.None during baking. This explicitly instructs the baker to omit transform components for entities that never move.