ECS quad pivot offset hack to compensate for lack of sprite rendering?

Hello!

I’m trying to place my entities against a grid system, however their pivot points are centered resulting in the graphics getting misaligned.

I’ve tried offsetting them / the grid in order to line them up, but because I’m indexing the grid with integers I’m getting off-by-one errors when converting from the float3 Translation to [int,int] indexing. The idea off adding some arbitrary float number to be able to round / cast to correct integer position seems beyond hacky.

Is there some way to place a quad with a Top-Right pivot instead of Center? Is the some alternativ to drawing sprites with ECS that includes a pivot point?

I would also like to know this, how to change the pivot of an entity in order to Scale, Rotate and Translate respectively to it.

I noticed components like ScalePivot and ScalePivotTranslation in the Unity.Transforms API, but haven’t figured out how to use them.