#TransformUsageFlags.Renderable still gets LocalTransform

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hushed tendon
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As per title, I have a prefab that I access in only one authoring script, like this:
GetEntity(authoring.PositionGizmoArrowPrefab, TransformUsageFlags.Renderable);.
Regardless, it still gets a LocalTransform component.

I dug through the code a bit and it seems the transform usage flags are completely ignored? It passes through BakedEntityData.CreateEntityForPrefab which always creates it with Dynamic. So what is the point of passing in any TransformUsageFlags for non-primary entities?

Is it possible to bake prefabs without forcing a LocalTransform on it?

https://media.discordapp.net/attachments/1064581837055348857/1376186453653983263/image.png?ex=68346902&is=68331782&hm=82b3bd589f01cac5128c6cb4d6e5ef3a3d75ff148a11d068e3bd3c5880a56443&=&format=webp&quality=lossless

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I suppose a similar question could be asked about LinkedEntityGroup, for prefabs that consist of a single entity

opaque hinge
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Yeah all prefabs get dynamic. Adding a static entity optimised component might work but is been a while as I forked and changed this behaviour.

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As for leg, also changed this in a fork 🙃

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It's annoying

restive widget
hushed tendon
hushed tendon
hushed tendon
hushed tendon
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hah alright, never seen it before ^^"
that sounds like a hack for this case, but hey if it works

hushed tendon
restive widget
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Hmm, I don't think ManualOverride | Renderable will work, but might be worth a try? Though if you have two working solutions now then that's good too