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Transform

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Namespace: UnityEngine

/

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

public class ExampleClass(MonoBehaviour):

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

Variables

childCountThe number of children the Transform has.
eulerAnglesThe rotation as Euler angles in degrees.
forwardThe blue axis of the transform in world space.
hasChangedHas the transform changed since the last time the flag was set to 'false'?
localEulerAnglesThe rotation as Euler angles in degrees relative to the parent transform's rotation.
localPositionPosition of the transform relative to the parent transform.
localRotationThe rotation of the transform relative to the parent transform's rotation.
localScaleThe scale of the transform relative to the parent.
localToWorldMatrixMatrix that transforms a point from local space into world space (Read Only).
lossyScaleThe global scale of the object (Read Only).
parentThe parent of the transform.
positionThe position of the transform in world space.
rightThe red axis of the transform in world space.
rootReturns the topmost transform in the hierarchy.
rotationThe rotation of the transform in world space stored as a Quaternion.
upThe green axis of the transform in world space.
worldToLocalMatrixMatrix that transforms a point from world space into local space (Read Only).

Functions

DetachChildrenUnparents all children.
FindFinds a child by name and returns it.
GetChildReturns a transform child by index.
GetSiblingIndexGets the sibling index.
InverseTransformDirectionTransforms a direction from world space to local space. The opposite of Transform.TransformDirection.
InverseTransformPointTransforms position from world space to local space. The opposite of Transform.TransformPoint.
IsChildOfIs this transform a child of /parent/?
LookAtRotates the transform so the forward vector points at /target/'s current position.
RotateApplies 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).
RotateAroundRotates the transform about axis passing through point in world coordinates by angle degrees.
SetAsFirstSiblingMove the transform to the start of the local transfrom list.
SetAsLastSiblingMove the transform to the end of the local transfrom list.
SetSiblingIndexSets the sibling index.
TransformDirectionTransforms direction from local space to world space.
TransformPointTransforms position from local space to world space.
TranslateMoves the transform in the direction and distance of translation.

Inherited members

Variables

animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
collider2DThe Collider2D component attached to the object.
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2DThe Rigidbody2D that is attached to the Component's GameObject.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with /tag/?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.