wave7-ecs-to-go-transform-sync

Synchronize ECS LocalToWorld transforms to companion GameObjects in PresentationSystemGroup.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave7-ecs-to-go-transform-sync
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: wave7-ecs-to-go-transform-sync
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/wave7-ecs-to-go-transform-sync
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave7-ecs-to-go-transform-sync

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill solves the problem of ECS entity world-space transforms not visually matching a companion Unity GameObject’s Transform during hybrid rendering.

Core Features & Use Cases

  • World-space Transform synchronization: Copies ECS LocalToWorld position and rotation onto a companion GameObject Transform for frame-accurate tracking.
  • Hybrid rendering support: Enables audio sources, VFX particles, and UI widgets to follow ECS-driven simulation without fully rendering entities via Entities Graphics.
  • Correct timing and safety guards: Runs in PresentationSystemGroup after TransformSystemGroup and includes null guarding to prevent MissingReferenceException when GOs are destroyed.

Quick Start

Ask an AI to implement a SystemBase that queries LocalToWorld and the matched UnityEngine.GameObject, and in OnUpdate sets each GameObject’s Transform using SetPositionAndRotation inside PresentationSystemGroup with a null guard.

Frequently Asked Questions about wave7-ecs-to-go-transform-sync

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

FAQPage Schema
How do I sync ECS entity transforms with GameObjects for hybrid rendering?

Sync ECS entity transforms with GameObjects by querying read-only `LocalToWorld` values and applying them to companion GameObjects using `SetPositionAndRotation` on the main thread within `PresentationSystemGroup`.

What is the correct timing for updating GameObject transforms from ECS entities?

The correct timing for updating GameObject transforms from ECS entities is within `PresentationSystemGroup` after `TransformSystemGroup` completes, ensuring frame-accurate visual tracking for hybrid rendering.

Why does my hybrid ECS setup throw MissingReferenceException when syncing transforms?

Your hybrid ECS setup throws MissingReferenceException during transform sync because companion GameObjects are destroyed without notifying the system, requiring null checks before applying `SetPositionAndRotation` to prevent missing references.

Can I use ECS simulation to drive audio sources and VFX particles without Entities Graphics?

You can use ECS simulation to drive audio sources and VFX particles without Entities Graphics by synchronizing `LocalToWorld` data to companion GameObject Transforms for hybrid rendering scenarios.

What's the best way to make UI widgets follow ECS-driven entities?

The best way to make UI widgets follow ECS-driven entities is to synchronize the entity's world-space position and rotation to the widget's Transform using a `SystemBase` query in `PresentationSystemGroup`.