Pure ECS transform.up equivalent

What is the way of figuring out a Transform.up and Transform.right equivalent in a pure ECS implementation?

I’ve had success using math.forward to calculate forward vectors from Unity’s translation and position components; however, I’ve been unable to get vector offsets that take my entities rotation into account.

Just get it from LocalToWorldConponent

   public struct LocalToWorld : IComponentData
   {
       public float4x4 Value;

       public float3 Right { get; }
       public float3 Up { get; }
       public float3 Forward { get; }
       public float3 Position { get; }
   }
5 Likes

Too easy, thank you!