The transform properties apply a 2D transformation to a visual element. You can use them to rotate, scale, or move a visual element.
If you change the layout of an element, Unity recalculates the layout of other elements in the same hierarchy. This recalculation might reduce an animation’s frame rate. Applying transform to an element reduces recalculations because it doesn’t change the layout of other elements in the hierarchy.
It’s possible to use transform to define the static appearance of a visual element. However, transform is best used for changes and animations. For example, if you want to make a visual element shake when an event happens in an application, set the position of the visual element using the regular layout properties such as top
and left
, and then use translate
to align an offset relative to the initial position.
Transform includes the following properties:
Property | USS syntax | Description |
---|---|---|
Transform Origin | transform-origin |
Represents the point of origin where rotation, scaling, and translation occur. |
Translate | translate |
Repositions the visual element in horizontal or vertical directions. |
Scale | scale |
Changes the apparent size, padding, border, and margins of a visual element. Negative values flip visual elements along the scale axis. |
Rotate | rotate |
Rotates a visual element. Positive values represent clockwise rotation and negative values represent counterclockwise rotation. You can set rotation with deg , grad , rad , or turn units. For more information on these units, see MDN Web Docs’s page on the <angle> CSS data type. |
Note: All transformations are performed in the following order:
You can set transform properties for a visual element using the controls in the UI Builder, within a USS file, or using a C# script.
You can use the controls in the Transform section of the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary in the UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary Builder to set the transform properties of a visual element.
The Pivot Origin widget sets the transform origin property. To use it, do one of the following:
Tip: You can enter %
or px
after values. This automatically changes the displayed unit in the unit selector. You can also drag to define the values in the X and Y boxes.
Note: The default value for the transform origin is center.
If you use percentages for both the X and Y values, the widget shows the new origin point when you edit the X and Y text boxes.
If you specify a transform origin point outside the element, such as having a value less than 0% or greater than 100%, the widget shows the directions of the X and Y axes.
The Translate control sets the translate property. To use it, enter values in the X and Y boxes and specify the unit.
Tip: You can enter %
or px
after values. This automatically changes the displayed unit in the unit selector. You can also drag to define the values in the X and Y boxes.
The Scale control sets the scale property. To use it, enter values in the X and Y boxes and specify the unit.
Tip: You can enter %
or px
after values. This automatically changes the displayed unit in the unit selector. You can also drag to define the values in the X and Y boxes.
The Rotate control sets the rotate property. To use it, enter a value and specify the unit.
Tip: You can type deg
, grad
, rad
, or turn
after a value in the Rotate box. This automatically changes the displayed unit in the unit selector.
You can use styling rules to set the transform properties for a visual element. You can set the styling rules within a USS file or inline in a UXML file.
transform-origin
The transform-origin
property sets the transform origin along the X and Y axes in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary or percentages.
You can also use keywords to set the value of the transform-origin
attribute. These keywords match the dots in the widget in the UI Builder. The following keywords are supported:
Pivot point | Keywords |
---|---|
Center |
|
Center of left edge |
|
Center of right edge |
|
Center of top edge |
|
Center of bottom edge |
|
Top-left corner |
|
Top-right corner |
|
Bottom-left corner |
|
Bottom-right corner |
|
Examples
transform-origin: 0% 100%;
transform-origin: 20px 10px;
transform-origin: 0px 100%;
transform-origin: 60% 10px;
translate
The translate
property sets the translation along the X and Y axes in pixels or percentages relative to the size of this visual element. You can omit Y if it equals X.
Examples
translate: 80%;
translate: 35px;
translate: 5% 10px;
translate: 24px 0%;
scale
The scale
property sets the scale along the X and Y axes in pixels or percentages. You can omit Y if it equals X.
The keyword none
sets no scale.
Examples
scale: 2.5;
scale: -1 1;
scale: none;
rotate
The rotate
property sets the rotation using a number or a unit.
The keyword none
sets no rotation.
Examples
rotate: 45deg;
rotate: -100grad;
rotate: -3.14rad;
rotate: 0.75turn;
rotate: none;
You can set the transform properties for a visual element in a C# script.
IStyle.transformOrigin
The IStyle.transformOrigin
property sets the transform origin.
The transformOrigin
property of the style
is of type StyleTransformOrigin
. Its constructor takes a TransformOrigin
as an argument. You can construct a new TransformOrigin
using an X value and a Y value. The X value and the Y value are of type Length
.
Examples
//This example sets the transform origin of the element to be 100 pixels from the left edge and 50% of the way down from the top edge.
element.style.transformOrigin = new StyleTransformOrigin(new TransformOrigin(new Length(100f, LengthUnit.Pixel), new Length(50f, LengthUnit.Percent)));
You can simplify the above code as follows using implicit conversions:
element.style.transformOrigin = new TransformOrigin(100, Length.Percent(50));
IStyle.translate
The IStyle.translate
property sets the translation.
IStyle.translate
is of type StyleTranslate
. Its constructor takes a Translate
as an argument. You can construct a new Translate
using an X value and a Y value. The X value and the Y value are of type Length
.
Examples
//This example sets the translation of the element. The X-axis is 10% and the Y-axis is 50 pixels.
element.style.translate = new StyleTranslate(new Translate(new Length(10f, LengthUnit.Percent), new Length(50f, LengthUnit.Pixel)));
You can simplify the above code as follows using implicit conversions:
element.style.translate = new Translate(Length.Percent(10), 50);
IStyle.scale
The IStyle.scale
property sets the scale.
IStyle.scale
is of type StyleScale
. StyleScale
’s constructor takes a Scale as an argument. You can construct this Scale
with a Vector2
.
Examples
element.style.scale = new StyleScale(new Scale(new Vector2(0.5f, -1f)));
You can simplify the code above as follows using implicit conversions:
element.style.scale = new Scale(new Vector2(0.5f, -1));
IStyle.rotate
The IStyle.rotate
property sets the rotation.
The IStyle.rotate
property is of type StyleRotate
. The StyleRotate
’s constructor takes a Rotate
as an argument. You can construct this Rotate
with an Angle
. You can construct an Angle
with a float and an optional AngleUnit
enum, or you can use static methods Degrees()
, Gradians()
, Radians()
, and Turns()
.
Examples
//Rotate by 180 degrees
elements[0].style.rotate = new StyleRotate(new Rotate(new Angle(180f, AngleUnit.Degree)));
//Rotate by 200 gradians
elements[1].style.rotate = new StyleRotate(new Rotate(new Angle(200f, AngleUnit.Gradian)));
//Rotate by pi radians
elements[2].style.rotate = new StyleRotate(new Rotate(new Angle(Mathf.PI, AngleUnit.Radian)));
//Rotate by half a turn
elements[3].style.rotate = new StyleRotate(new Rotate(new Angle(0.5f, AngleUnit.Turn)));
You can simplify the above code as follows:
//Rotate by 180 degrees
elements[0].style.rotate = new Rotate(180);
//Rotate by 200 gradians
elements[1].style.rotate = new Rotate(Angle.Gradians(200));
//Rotate by pi radians
elements[2].style.rotate = new Rotate(Angle.Radians(Mathf.PI));
//Rotate by half a turn
elements[3].style.rotate = new Rotate(Angle.Turns(0.5f));