Unity reworked how Transform data works in Entities 1.0. The old Position, Rotation, LocalScale Components have been removed and replaced by the new TransformAspect.
But using Aspects isn’t supported in IJobChunk jobs, so it’s unclear how Unity intends for users to manipulate an Entity’s transform from inside of an IJobChunk job.
Some people have figured out that they can add the source generated TransformAspect.TypeHandle to their jobs as a workaround, though this seems a bit like a user-discovered hack. The pattern doesn’t match how we’re meant to use any other Component types in IJobChunks, and it doesn’t work the same way for other Aspect types. It is possible for you to wait for Unity to generate the ‘TypeHandle’ member of your own custom Aspects, and then to use that in an IJobChunk, but that also feels like a bit of a user-discovered hack - an accidental byproduct of how Aspect generation needed to work, rather than an intended workflow.
I’m looking for some guidance from Unity devs about what the intended workflow is to Translate an Entity in an IJobChunk now. How did they plan that this should work, when they decided to change Transforms?
Thank you for any advice!

