What problem does it solve?
The Skill bypasses Unity’s standard transform write behavior for selected entities so you can compute LocalToWorld with your own ECS logic, without Unity overwriting your results each frame.
Core Features & Use Cases
- Write-group override for LocalToWorld: Registers a custom component in the
LocalToWorld write group so only your pipeline computes LocalToWorld for those entities.
- ManualOverride baker workflow: Uses
TransformUsageFlags.ManualOverride to prevent the standard transform system from treating the entity as fully owned by Unity.
- TransformSystemGroup-safe scheduling: Places the custom system in
TransformSystemGroup and updates after ParentSystem to keep parent hierarchy data consistent.
Use cases include non-standard transform representations (2D/procedural/billboard/skeletal-like data), specialized spatial math, and developer-owned transform pipelines for subsets of entities.
Quick Start
Tell your AI to generate the three-part setup: add a [WriteGroup(typeof(LocalToWorld))] component, ensure the authoring/baker uses TransformUsageFlags.ManualOverride, and implement an ISystem that runs after ParentSystem to write LocalToWorld for entities with the custom component.