Position and rotation of an object or avatar in the scene.

Rotation is provided both as Euler angles and as a quaternion; use whichever fits your math.

Example

import { Avatar } from "@urth/metatell-sdk";

new Avatar().onUpdateTransform = (t: TransformData) => {
console.log(t.position, t.rotation, t.quaternion);
};

Hierarchy

  • TransformData

Properties

position: Vector3Data

World-space position.

quaternion: QuaternionData

Rotation as a quaternion.

rotation: EulerData

Rotation as Euler angles (radians).

scale?: Vector3Data

Optional uniform/non-uniform scale. Added additively in 0.0.24 so this pushed-stream transform shape can also carry scale where available. Existing producers that omit it stay backward compatible. Note: the room-objects surface uses its own ObjectTransform (scale required, no Euler rotation); the two shapes are intentionally distinct because object writes need a guaranteed scale while avatar/camera streams do not.