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Transform.TransformPoint

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public function TransformPoint(position: Vector3): Vector3;
public Vector3 TransformPoint(Vector3 position);

Description

Transforms position from local space to world space.

Note that the returned position is affected by scale. Use Transform.TransformDirection if you are dealing with direction vectors.

You can perform the opposite conversion, from world to local space using Transform.InverseTransformPoint.

#pragma strict
public var someObject: GameObject;
public var thePosition: Vector3;
function Start() {
	// Instantiate an object to the right of the current object
	thePosition = transform.TransformPoint(Vector3.right * 2);
	Instantiate(someObject, thePosition, someObject.transform.rotation);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject someObject; public Vector3 thePosition;

void Start() { // Instantiate an object to the right of the current object thePosition = transform.TransformPoint(Vector3.right * 2); Instantiate(someObject, thePosition, someObject.transform.rotation); } }

public function TransformPoint(x: float, y: float, z: float): Vector3;
public Vector3 TransformPoint(float x, float y, float z);

Description

Transforms the position x, y, z from local space to world space.

Note that the returned position is affected by scale. Use Transform.TransformDirection if you are dealing with directions.

#pragma strict
public var someObject: GameObject;
function Start() {
	// Instantiate an object to the right of the current object
	var thePosition: Vector3 = transform.TransformPoint(2, 0, 0);
	Instantiate(someObject, thePosition, someObject.transform.rotation);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject someObject;

void Start() { // Instantiate an object to the right of the current object Vector3 thePosition = transform.TransformPoint(2, 0, 0); Instantiate(someObject, thePosition, someObject.transform.rotation); } }

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