wave5-write-group-custom-transform

Community

Compute LocalToWorld with custom ECS transforms.

AuthordyCuong03
Version1.0.0
Installs0

System Documentation

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.

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-write-group-custom-transform
Download link: https://github.com/dyCuong03/unity-agent-team/archive/main.zip#wave5-write-group-custom-transform

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