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// if object haven't parent convertion result will be in global space
_localToWorldMatrix = transform.parent == null ? Matrix4x4.identity : transform.parent.localToWorldMatrix;
_worldToLocalMatrix = _localToWorldMatrix.inverse;
Vector3 ToWorldPosition(Vector3 localPosition)
{
return _localToWorldMatrix.MultiplyPoint3x4(localPosition);;
}
Vector3 ToLocalPosition(Vector3 worldPosition)
{
return _worldToLocalMatrix.MultiplyPoint3x4(worldPosition);
}