﻿ Unity Script Reference:
TransformNamespace: UnityEngine
Parent class: Component
Description

Position, rotation and scale of an object.

Every object in a scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
```// Moves all transform children 10 units upwards!for (var child : Transform in transform) {
child.position += Vector3.up * 10.0;
}
```
```using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
void Example() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}
```
```import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

def Example() as void:
for child as Transform in transform:
child.position += (Vector3.up * 10.0F)

```
Variables
childCount The number of children the Transform has. The rotation as Euler angles in degrees. The blue axis of the transform in world space. Has the transform changed since the last time the flag was set to 'false'? The rotation as Euler angles in degrees relative to the parent transform's rotation. Position of the transform relative to the parent transform. The rotation of the transform relative to the parent transform's rotation. The scale of the transform relative to the parent. Matrix that transforms a point from local space into world space (Read Only). The global scale of the object (Read Only). The parent of the transform. The position of the transform in world space. The red axis of the transform in world space. Returns the topmost transform in the hierarchy. The rotation of the transform in world space stored as a Quaternion. The green axis of the transform in world space. Matrix that transforms a point from world space into local space (Read Only).
Functions
DetachChildren Unparents all children. Finds a child by name and returns it. Returns a transform child by index. Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. Transforms position from world space to local space. The opposite of Transform.TransformPoint. Is this transform a child of parent? Rotates the transform so the forward vector points at target's current position. Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order). Rotates the transform about axis passing through point in world coordinates by angle degrees. Transforms direction from local space to world space. Transforms position from local space to world space. Moves the transform in the direction and distance of translation.
Inherited members
Variables
animation The Animation attached to this GameObject (null if there is none attached). The AudioSource attached to this GameObject (null if there is none attached). The Camera attached to this GameObject (null if there is none attached). The Collider attached to this GameObject (null if there is none attached). The Collider2D component attached to the object. The ConstantForce attached to this GameObject (null if there is none attached). The game object this component is attached to. A component is always attached to a game object. The GUIText attached to this GameObject (null if there is none attached). The GUITexture attached to this GameObject (Read Only). (null if there is none attached). The HingeJoint attached to this GameObject (null if there is none attached). The Light attached to this GameObject (null if there is none attached). The NetworkView attached to this GameObject (Read Only). (null if there is none attached). The ParticleEmitter attached to this GameObject (null if there is none attached). The ParticleSystem attached to this GameObject (null if there is none attached). The Renderer attached to this GameObject (null if there is none attached). The Rigidbody attached to this GameObject (null if there is none attached). The Rigidbody2D that is attached to the Component's GameObject. The tag of this game object. The Transform attached to this GameObject (null if there is none attached). Should the object be hidden, saved with the scene or modifiable by the user? The name of the object.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children. Is this game object tagged with tag? Returns the component of Type type if the game object has one attached, null if it doesn't. Returns the component of Type type in the GameObject or any of its children using depth first search. Returns all components of Type type in the GameObject. Returns all components of Type type in the GameObject or any of its children. Calls the method named methodName on every MonoBehaviour in this game object. Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. Returns the instance id of the object. Returns the name of the game object.
Static Functions
Destroy Removes a gameobject, component or asset. Destroys the object obj immediately. You are strongly recommended to use Destroy instead. Makes the object target not be destroyed automatically when loading a new scene. Returns the first active loaded object of Type type. Returns a list of all active loaded objects of Type type. Clones the object original and returns the clone.
Operators
bool Does the object exist? Compares if two objects refer to a different object. Compares if two objects refer to the same.