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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.