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# Space

enumeration

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## Description

The coordinate space in which to operate.

Use Space.world to transform a GameObject using Unity’s world coordinates, ignoring the GameObject’s rotation state. Use Space.self to transform a GameObject using its own coordinates and consider its rotations.

```//Attach this script to a GameObject
//This example shows the difference between using Space.world and Space.self.
//Enable or disable the checkbox in the Inspector before starting (depending on if you want world or self)
//Press play to see the GameObject rotating appropriately. Press space to switch between world and self.using UnityEngine;public class Example : MonoBehaviour
{
float m_Speed;
bool m_WorldSpace;    void Start()
{
//Set the speed of the rotation
m_Speed = 20.0f;
//Start off in World.Space
m_WorldSpace = true;
//Rotate the GameObject a little at the start to show the difference between Space and Local
transform.Rotate(60, 0, 60);
}    void Update()
{
//Rotate the GameObject in World Space if in the m_WorldSpace state
if (m_WorldSpace)
transform.Rotate(Vector3.up * m_Speed * Time.deltaTime, Space.World);
//Otherwise, rotate the GameObject in local space
else
transform.Rotate(Vector3.up * m_Speed * Time.deltaTime, Space.Self);        //Press the Space button to switch between world and local space states
if (Input.GetKeyDown(KeyCode.Space))
{
//Make the current state switch to the other state
m_WorldSpace = !m_WorldSpace;
//Output the Current state to the console
Debug.Log("World Space : " + m_WorldSpace.ToString());
}
}
}
```

## Properties

 World Applies transformation relative to the world coordinate system. Self Applies transformation relative to the local coordinate system.