Get rid of ObjectToWorldTransform by default

Current Unity Transforms design uses too many big components and waste big part of entity memory.
Solution like @DreamingImLatios create in LatiosFramework dont use Matrices on entities and compute it in compute shader on entity data updating to GPU memory.

This way we can store more entities per Chunk → win
The same for LocalToParentMatrix instead of matrix
The same for LocalTransformIdentityTag for childs without any offset from parent

and other ways to consume as small bytes as it can be to release room for gameplay data in entitychunk

What UT have for us in this space of memory optimization? What thoughts, plans, etc.

It’s a good idea and many times having a 1-1 transform with the rendered object on scene isn’t necessary. In which case you can strip the transform data during baking and drive the position as you suggest.