The local coordinate system of a GameObject relative to its parent, including orientation.
Use Space.Self
to transform a GameObject relative to its Transform.localPosition and its own local axes, taking its orientation into account. For example,
Transform.Translate(Vector3.forward, Space.Self)
adds one unit to the object's Transform.localPosition on the z-axis of the object, which may differ from the z-axis of the scene depending on the object's orientation.
To transform a GameObject relative to its Transform.position and along the scene axes, use Space.World.
//Attach this script to a GameObject. //This example demonstrates the difference between Space.World and Space.Self in rotation. //The m_WorldSpace field will be automatically exposed as a checkbox in the Inspector window labelled World Space. Enable or disable the checkbox in the Inspector to start in world or self respectively. //Press play to see the GameObject rotating appropriately. Press space or toggle the World Space checkbox to switch between World and Self.
using UnityEngine;
public class Example : MonoBehaviour { float m_Speed; public bool m_WorldSpace;
void Start() { //Set the speed of the rotation m_Speed = 20.0f; //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()); } } }