Transform
Description

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

public class Example(MonoBehaviour):

	def Example() as void:
		for child as Transform in transform:
			child.position += (Vector3.up * 10.0F)

Variables
childCount The number of children the Transform has.
eulerAngles The rotation as Euler angles in degrees.
forward The blue axis of the transform in world space.
hasChanged Has the transform changed since the last time the flag was set to 'false'?
localEulerAngles The rotation as Euler angles in degrees relative to the parent transform's rotation.
localPosition Position of the transform relative to the parent transform.
localRotation The rotation of the transform relative to the parent transform's rotation.
localScale The scale of the transform relative to the parent.
localToWorldMatrix Matrix that transforms a point from local space into world space (Read Only).
lossyScale The global scale of the object (Read Only).
parent The parent of the transform.
position The position of the transform in world space.
right The red axis of the transform in world space.
root Returns the topmost transform in the hierarchy.
rotation The rotation of the transform in world space stored as a Quaternion.
up The green axis of the transform in world space.
worldToLocalMatrix Matrix that transforms a point from world space into local space (Read Only).
Functions
DetachChildren Unparents all children.
Find Finds a child by name and returns it.
GetChild Returns a transform child by index.
InverseTransformDirection Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
InverseTransformPoint Transforms position from world space to local space. The opposite of Transform.TransformPoint.
IsChildOf Is this transform a child of parent?
LookAt Rotates the transform so the forward vector points at target's current position.
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.
TransformDirection Transforms direction from local space to world space.
TransformPoint Transforms position from local space to world space.
Translate Moves the transform in the direction and distance of translation.
Inherited members
Variables
animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
constantForce The ConstantForce attached to this GameObject (null if there is none attached).
gameObject The game object this component is attached to. A component is always attached to a game object.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light 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).
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).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
tag The tag of this game object.
transform The Transform attached to this GameObject (null if there is none attached).
hideFlags Should the object be hidden, saved with the scene or modifiable by the user?
name The name of the object.
Functions
BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTag Is this game object tagged with tag?
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.
GetComponents Returns all components of Type type in the GameObject.
GetComponentsInChildren Returns all components of Type type in the GameObject or any of its children.
SendMessage Calls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceID Returns the instance id of the object.
ToString Returns the name of the game object.
Static Functions
Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad Makes the object target not be destroyed automatically when loading a new scene.
FindObjectOfType Returns the first active loaded object of Type type.
FindObjectsOfType Returns a list of all active loaded objects of Type type.
Instantiate Clones the object original and returns the clone.
Operators
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.