using Unity.Entities; using Unity.Mathematics; using UnityEngine; namespace Unity.Physics.Authoring { [RequireComponent(typeof(PhysicsBodyAuthoring))] public abstract class BaseBodyPairConnector : MonoBehaviour { public PhysicsBodyAuthoring LocalBody => GetComponent(); public PhysicsBodyAuthoring ConnectedBody; public RigidTransform worldFromA => LocalBody == null ? RigidTransform.identity : Math.DecomposeRigidBodyTransform(LocalBody.transform.localToWorldMatrix); public RigidTransform worldFromB => ConnectedBody == null ? RigidTransform.identity : Math.DecomposeRigidBodyTransform(ConnectedBody.transform.localToWorldMatrix); public Entity EntityA { get; set; } public Entity EntityB { get; set; } void OnEnable() { // included so tick box appears in Editor } } }