anchor.diff:                  else
                       let mutable transform = entityState.Transform
                       transform.Rotation <- radians
  -                    World.setEntityTransformByRef (&transform, entityState, entity, world)
  -            else struct (false, world)
  -        
  -        static member internal setEntityRotation value entity world =
  -            let entityState = World.getEntityState entity world
  -            if value <> entityState.Transform.Rotation then
  -                if entityState.Optimized then
  -                    entityState.Transform.Rotation <- value
  -                    struct (true, world)
  -                else
  -                    let mutable transform = entityState.Transform
  -                    transform.Rotation <- value
                       World.setEntityTransformByRef (&transform, entityState, entity, world)
               else struct (false, world)
   
  
positive.code:             let entityState = World.getEntityState entity world
              if v3Neq value entityState.PositionLocal then
  
                  // OPTIMIZATION: do position updates and propagation in-place as much as possible.
                  if entityState.Optimized then
                      entityState.PositionLocal <- value
                      let position =
  
negative.code:             let entityState = World.getEntityState entity world
              if v3Neq value entityState.Transform.Position then
                  if entityState.Optimized then
                      entityState.Position <- value
                      let world = if entityState.Mounted then World.propagateEntityAffineMatrix entity world else world
                      struct (true, world)
                  else
  