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 example : MonoBehaviour {
void Example() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
def Example():
for child as Transform in transform:
child.position += (Vector3.up * 10.0F)
| position |
The position of the transform in world space. |
| localPosition |
Position of the transform relative to the parent transform. |
| eulerAngles |
The rotation as Euler angles in degrees. |
| localEulerAngles |
The rotation as Euler angles in degrees relative to the parent transform's rotation. |
| right |
The red axis of the transform in world space. |
| up |
The green axis of the transform in world space. |
| forward |
The blue axis of the transform in world space. |
| rotation |
The rotation of the transform in world space stored as a Quaternion. |
| localRotation |
The rotation of the transform relative to the parent transform's rotation. |
| localScale |
The scale of the transform relative to the parent. |
| parent |
The parent of the transform. |
| worldToLocalMatrix |
Matrix that transforms a point from world space into local space (Read Only). |
| localToWorldMatrix |
Matrix that transforms a point from local space into world space (Read Only). |
| root |
Returns the topmost transform in the hierarchy. |
| childCount |
The number of children the Transform has. |
| lossyScale |
The global scale of the object (Read Only). |
| hasChanged |
Has the transform changed since the last time the flag was set to 'false'? |
| Translate |
Moves the transform in the direction and distance of translation. |
| Rotate |
Applies 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). |
| RotateAround |
Rotates the transform about axis passing through point in world coordinates by angle degrees. |
| LookAt |
Rotates the transform so the forward vector points at /target/'s current position. |
| TransformDirection |
Transforms direction from local space to world space. |
| InverseTransformDirection |
Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. |
| TransformPoint |
Transforms position from local space to world space. |
| InverseTransformPoint |
Transforms position from world space to local space. The opposite of Transform.TransformPoint. |
| DetachChildren |
Unparents all children. |
| Find |
Finds a child by name and returns it. |
| IsChildOf |
Is this transform a child of parent? |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| tag |
The tag of this game object. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| CompareTag |
Is this game object tagged tag? |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
|
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same. |
| operator != |
Compares if two objects refer to a different object. |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |