internal override void UpdateTransform(CommandBuffer updateCB, bool starting) { if (!this.m_initialized) { this.Initialize(); return; } if (!starting && this.m_wasVisible) { this.m_prevLocalToWorld = this.m_currLocalToWorld; } this.m_currLocalToWorld = this.m_transform.localToWorldMatrix; this.m_moved = true; if (!this.m_owner.Overlay) { this.m_moved = (starting || MotionState.MatrixChanged(this.m_currLocalToWorld, this.m_prevLocalToWorld)); } if (starting || !this.m_wasVisible) { this.m_prevLocalToWorld = this.m_currLocalToWorld; } this.m_wasVisible = this.m_meshRenderer.isVisible; }