void Awake()
    {
        toUnity = MatrixExtension.RosToUnity();
//		toRos = transform.localToWorldMatrix.ToUnity ();
        toRos = toUnity.inverse;
//		Debug.Log ( "ToUnity: " + toUnity );
//		Debug.Log ( "ToRos: " + toRos );
//		Debug.Log ( transform.worldToLocalMatrix.ToUnity () );
//		Debug.Log ( transform.worldToLocalMatrix.ToUnity ().inverse );
//		Debug.Log ( "forward to ros: " + Vector3.forward.ToRos () );
//		Quaternion q = QuaternionToRos ( transform.rotation );
//		Vector3 v = q * Vector3.forward;
//		Debug.Log ( "v " + v );
//		Debug.Log ( "rot " + transform.rotation + " q " + q );
//		Debug.Log ( "forward " + Vector3.up.ToRos () );
    }