wave5-local-transform-write-pattern

Write and read LocalTransform for entity motion in DOTS Entities 1.x.

6|Updated Apr 2, 2026
One-click install
npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave5-local-transform-write-pattern
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: wave5-local-transform-write-pattern
Source: https://github.com/dyCuong03/unity-agent-team/tree/main/.claude/skills/unity-dots/wave5-local-transform-write-pattern
Command: npx skills add https://github.com/dyCuong03/unity-agent-team --skill wave5-local-transform-write-pattern

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Local-space entity motion and rotation often get broken when systems write the wrong transform component or mix up local-space versus world-space data, causing incorrect physics input and inconsistent results.

Core Features & Use Cases

  • Authoritative local-space writes: Write movement, rotation, and uniform scale via LocalTransform as the single source of truth in Entities 1.x.
  • Correct space semantics: Use LocalTransform for gameplay/physics inputs and reserve LocalToWorld for world-space rendering or spatial queries.
  • Safe scheduling and job constraints: Avoid overwriting after the TransformSystemGroup, and ensure parallel jobs don’t write conflicting transform components.

Quick Start

Use the wave5-local-transform-write-pattern guidance to update an entity’s LocalTransform.Position, LocalTransform.Rotation, and LocalTransform.Scale uniformly from gameplay logic for correct local-space behavior.

Frequently Asked Questions about wave5-local-transform-write-pattern

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

FAQPage Schema
Why does my entity motion break when writing to LocalToWorld in Unity DOTS?▼

Entity motion breaks because LocalToWorld is a world-space rendering output, not an authoritative input. You must write movement and rotation using LocalTransform in Unity DOTS to ensure correct local-space state and consistent physics input.

How do I correctly move and rotate entities in Unity DOTS jobs?▼

To move and rotate entities in Unity DOTS, write Position, Rotation, and Scale directly to the LocalTransform component from gameplay jobs. This maintains local-space state as the single source of truth for physics systems.

What is the difference between LocalTransform and LocalToWorld for physics input in Unity DOTS?▼

LocalTransform holds authoritative local-space state for gameplay and physics input, while LocalToWorld stores derived world-space matrices for rendering. Mixing them by reading world-space data for physics causes incorrect entity motion.

Can I write to LocalTransform in parallel Unity DOTS jobs without conflicts?▼

Yes, but you must enforce non-conflicting job write ownership. Ensure parallel jobs do not write to the same transform components simultaneously to prevent race conditions and overwriting local-space state.

When should I schedule LocalTransform writes in the Unity DOTS transform system group?▼

You should schedule LocalTransform writes before the TransformSystemGroup updates. Avoid overwriting local-space state after the group runs to prevent breaking derived world-space data and physics inputs.

Does writing LocalTransform affect parent-child hierarchy transforms in Unity DOTS?▼

Yes, writing LocalTransform correctly manages local-space state for parent-child hierarchy transforms. Using it as the single source of truth ensures proper relative motion and rotation without breaking child entity positions.