/// <summary> /// "Back" synchronize of transforms given the simulation has /// updated the transforms. /// </summary> protected virtual void SyncUnityTransform() { if (transform.parent == null && m_geometry != null) { agx.AffineMatrix4x4 t = m_geometry.getTransform(); transform.position = t.getTranslate().ToHandedVector3(); transform.rotation = t.getRotate().ToHandedQuaternion(); } }