ScriptReference/Transform-localToWorldMatrix #507
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To do the reverse as this is read only: yourTransform.position = new Vector3( yourMatrix.m03, yourMatrix.m13, yourMatrix.m23 ); // or mat.GetColumn(3); This has some flipping issues with negative scales, fix is: https://pixel.engineer/posts/matrix-decomposition-unity/ Vector3 tpos; Quaternion trot; Vector3 tscale; |
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ScriptReference/Transform-localToWorldMatrix
https://docs.unity3d.com/ScriptReference/Transform-localToWorldMatrix.html
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