Correct way to move entities that have colliders

I’m currently making a 2D schmup using ecs (and absolutely loving the universal render pipeline so far);


mostly to familiarize myself with the environment.

In the pursuit of entity prefabs, I’ve settled on using game objects that get converted to entities.
I’m adding 3D trigger colliders to them.

I’ve started moving the entities around but I’m not sure what the right way to go about this is.
For example, when you move a game object around it’s 3D collider moves around with it automatically.
Correct me if I’m wrong, but I don’t think this is the case with entities.

This makes me wonder:
Should I be moving the translations of the entities and then copying the float3 to their physicsbodies?
Should I be adding velocity to their physicsbodies and copying those positions to the translation instead?
Or for that matter, should I be modifying their “local to world” directly?

I assume update and fixed update don’t have big roles in the ECS world,
though I’m not entirely sure about that either.

EDIT: I am using Unity Physics btw; I realized a little late that I didn’t clarify that very well.

Is there a reason you are not using Unity.Physics?

I am using Unity Physics! (The one for entities).
But yes, I’m not sure what the proper approach to these are.

Are Unity Physics updated every frame? In that case I guess it doesn’t really matter much if you’re moving the translation or the physicsbody first.

By default, yes.