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# reanchor(_:preservingWorldTransform:)

Changes the entity’s anchoring, preserving either the world transform or
the local transform.

```
@MainActor @preconcurrency func reanchor(_ target: AnchoringComponent.Target, preservingWorldTransform: Bool = true)
```

## Parameters

`target`

Describes how the entity should be anchored in AR.

`preservingWorldTransform`

A Boolean you set to `true` to preserve the
current world space position, or `false` to use the position relative to
the previous anchor for the new anchor.

---

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