In 0.51 I had a faction matrix - a singleton entity that store information about which teams were at war and which ones were at peace. I had an authoring gameobject inside of a subscene that was used to configure it and IConvertEntity was used to make it into an entity. When the object was converted, it did not have any transform information - which is fine, it didn’t need that information.
When I converted it to a baker in 1.0, now there is transform information attached to the entity. It is completely pointless to have this transform information. I supposed it’s not the end of the world or anything, but it seems like a waste of memory and possibly CPU. I can envision some situations where an application might have thousands of baked entities that don’t need transforms. This is not performance-by-default.
The same is true for lots of other entities in subscenes that are abstract concepts and have no need for a world transform. Another example is PhysicsStep in Unity.Physics.

In the TMG discord I asked if anyone knew a way to disable the transforms, but no one knew. I searched all over online but was unable to find any information about disabling them.
One idea I have is to create the entity programmatically at runtime in a game-object’s Awake() or Start() function… but that just seems hacky and less performant. And it won’t work in situations where baking is required.
I did notice that if I check the “Static” checkbox in the inspector, “World Transform” and “Local Transform” are removed, but “Local To World” still remains.
So what’s the deal? Are we just supposed to accept this as a new “feature”? Maybe there is some mechanism such that performance and memory footprint aren’t affected? Or is there some way to disable the transforms that I missed in the documentation?
