Entities and Transforms
Entities and transforms define the structural model of the runtime scene.
Runtime Building Blocks
An entity is the base object to which runtime subsystems attach state and behavior. Rendering, physics, lighting, interaction, and camera systems all operate on entities.
Scene Hierarchy
Hierarchy defines parent-child spatial relationships. Child transforms are resolved relative to their parent and are commonly used for attachments, grouped movement, anchors, and assembled runtime objects.
World Space and Local Space
World-space transforms describe an object's position and orientation in the scene. Local-space transforms describe its offset relative to a parent. Runtime systems should use the appropriate space based on whether the operation is scene-relative or hierarchy-relative.
Orientation and Scale
Rotation determines orientation and alignment. Scale determines local size relative to parent space. These transform properties affect rendering, collision, interaction placement, and tracked attachments.
Learn More
If developers want the concrete reference details behind this concept page, they can continue with the API docs for EntityManager, TransformManager, Entity, PropertyComponent, and TransformComponent.