wave5-post-transform-matrix-non-uniform-scale

Community

Enable non-uniform scale in DOTS transforms.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

What problem does it solve?

Non-uniform scaling in Unity DOTS can be silently lost or incorrectly applied when your transform math only accounts for standard TRS (translation/rotation/scale), leading to wrong LocalToWorld results and visually incorrect entities.

Core Features & Use Cases

  • PostTransformMatrix-based non-uniform scaling: Apply a per-entity PostTransformMatrix multiplied into LocalToWorld after the standard TRS computation to preserve non-uniform scale.
  • Baker/runtime-ready pattern: Add PostTransformMatrix during authoring via a Baker and then correctly combine it in a custom IJobChunk that writes LocalToWorld.
  • Hot-path correctness and performance: Use chunk.Has() once per chunk (not per entity) and ensure the correct multiplication order math.mul(trs, postTransform).

Quick Start

Apply PostTransformMatrix in your custom LocalToWorld writing system by multiplying standardTRS with postTransformMatrix.Value using the correct multiplication order and guarding absent components with a chunk-level Has() check.

Dependency Matrix

Required Modules

None required

Components

Standard package

💻 Claude Code Installation

Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.

Please help me install this Skill:
Name: wave5-post-transform-matrix-non-uniform-scale
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave5-post-transform-matrix-non-uniform-scale

Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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