Transform
Entity transforms consist of two components -- local transform and world transform. The local transform component represents the position, rotation, and scale of a component relative to a parent. Local transform can be modified via UI or the scripting interface. The world transform component represents the final calculated transform of an entity in the world. This value is always automatically calculated from local transform and cannot be modified.
Local transform
The local transform component consists of three elements -- position (XYZ), rotation, and scale (XYZ). Internally, the rotation is stored as quaternion. However, to make setting rotation easier, the UI allows modifying the rotation using Euler angles.
World transform calculation
If entity has no parent (i.e is a root entity), the world transform will be equal to the local transform:
worldTransform = localTransform
If entity is a child of another entity, the world transform will be calculated by multiplying parent's world transform to child's local transform:
worldTransform = parent.worldTransform * localTransform
If entity is a child of an entity with skeleton and has a joint attachment component, the world transform is calculated by multiplying parent's world transform to joint's world transform and to child's local transform:
worldTransform = parent.worldTransform * attachedJoint.worldTransform * localTransform