Discarding transform information from entities that don't need it.

Is there a good way to remove the LocalToWorld, Rotation, and Translation components that are automatically generated from game objects in a Subscene or converted with the ConvertToEntity script?

Many of the entities I’m creating don’t need that data. Were I working with a MonoBehaviour based work flow I probably would create them as ScripableObjects.

Add the StaticOptimizeEntity component (monobehaviour) to objects and they won’t be given rotation/translation (note they’ll still have a localtoworld that’s been calculate at conversion but it won’t be updated/cost anything to maintain)

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Thanks, that’s exactly what I was looking for.