Version: 2017.4
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# Transform.position

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public var position: Vector3;
public Vector3 position;

## Description

The world space position of the Transform.

The position property of a GameObject’s Transform, which is accessible in the Unity Editor and through scripts. Alter this value to move a GameObject. Get this value to locate the GameObject in 3D world space.

The following example updates the position of a sphere. It bounces up and down and rotates in a circle.

```#pragma strict
// Transform.position example.
//
// Animate a sphere around a circle and bounce up and down.
public class ExampleScript extends MonoBehaviour {
private var spherePosition: Vector3;
private var xzPositionyPosition: float;
private var increaseXZPositionincreaseYPosition: float;
function Awake() {
// Three seconds per circular rotation.
increaseXZPosition = (2.0f * Mathf.PI) / 3.0f;
// Random speed up/down.
increaseYPosition = (2.0f * Mathf.PI) / 1.3f;
// Create a floor for the sphere to bounce on.
var quad: GameObject;
quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
quad.transform.rotation = Quaternion.Euler(90, 0, 0);
quad.transform.localScale = new Vector3(8, 8, 1);
// Sphere is 1 unit in size.  Drop floor by half this.
quad.transform.position = new Vector3(0.0f, -0.5f, 0.0f);
// Change the camera position and rotation.
Camera.main.transform.position = new Vector3(2.5f, 7.5f, 0.8f);
Camera.main.transform.rotation = Quaternion.Euler(65, -105, 0);
}
function Update() {
// Move sphere around the circle.
spherePosition = new Vector3(2.0f * Mathf.Sin(xzPosition), 4.0f * Mathf.Sin(yPosition), 2.0f * Mathf.Cos(xzPosition));
transform.position = spherePosition;
// Update the rotating position.
xzPosition += increaseXZPosition * Time.deltaTime;
if (xzPosition > 2.0f * Mathf.PI) {
xzPosition = xzPosition - 2.0f * Mathf.PI;
}
// Update the up/down position.
yPosition += increaseYPosition * Time.deltaTime;
if (yPosition > Mathf.PI) {
yPosition = yPosition - Mathf.PI;
}
}
// Display the changing position of the sphere.
function OnGUI() {
var fontSize: GUIStyle = new GUIStyle(GUI.skin.GetStyle("label"));
fontSize.fontSize = 24;
GUI.Label(new Rect(20, 20, 300, 50), "Position: " + spherePosition.ToString("F2"), fontSize);
}
}```
```using System.Collections;
using System.Collections.Generic;
using UnityEngine;// Transform.position example.
//
// Animate a sphere around a circle and bounce up and down.public class ExampleScript : MonoBehaviour
{
private Vector3 spherePosition;
private float xzPosition, yPosition;
private float increaseXZPosition, increaseYPosition;    void Awake()
{
// Three seconds per circular rotation.
increaseXZPosition = (2.0f * Mathf.PI) / 3.0f;        // Random speed up/down.
increaseYPosition = (2.0f * Mathf.PI) / 1.3f;        // Create a floor for the sphere to bounce on.
GameObject quad;
quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
quad.transform.rotation = Quaternion.Euler(90, 0, 0);
quad.transform.localScale = new Vector3(8, 8, 1);        // Sphere is 1 unit in size.  Drop floor by half this.
quad.transform.position = new Vector3(0.0f, -0.5f, 0.0f);        // Change the camera position and rotation.
Camera.main.transform.position = new Vector3(2.5f, 7.5f, 0.8f);
Camera.main.transform.rotation = Quaternion.Euler(65, -105, 0);
}    void Update()
{
// Move sphere around the circle.
spherePosition = new Vector3(2.0f * Mathf.Sin(xzPosition), 4.0f * Mathf.Sin(yPosition), 2.0f * Mathf.Cos(xzPosition));
transform.position = spherePosition;        // Update the rotating position.
xzPosition += increaseXZPosition * Time.deltaTime;
if (xzPosition > 2.0f * Mathf.PI)
{
xzPosition = xzPosition - 2.0f * Mathf.PI;
}        // Update the up/down position.
yPosition += increaseYPosition * Time.deltaTime;
if (yPosition > Mathf.PI)
{
yPosition = yPosition - Mathf.PI;
}
}    // Display the changing position of the sphere.
void OnGUI()
{
GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("label"));
fontSize.fontSize = 24;
GUI.Label(new Rect(20, 20, 300, 50), "Position: " + spherePosition.ToString("F2"), fontSize);
}
}
```