#pragma once #include "BaseSystem.h" // Propagates parent world Transform to children. // Runs after MovementSystem so children always inherit the parent's // already-updated position in the same frame. // Child's Transform.Position is stored as a LOCAL offset relative to // the parent and this system overwrites it with the computed world position. class HierarchySystem : public BaseSystem { public: void Update(ECWorld& world, float dt) override; };