Transform.GetPositionAndRotation

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Declaration

public void GetPositionAndRotation(out Vector3 position, out Quaternion rotation);

Parameters

position Out parameter that will receive the position of the transform in world space.
rotation Out parameter that will receive the rotation of the transform in world space.

Description

Updates the value of the out parameters position and rotation with the transform's current position and rotation in world space (that is, relative to the scene's origin coordinates).

Note: When getting both the position and rotation of a Transform, calling this method is more efficient than querying to Transform.position and Transform.rotation individually.

The typical usage for this method is to retrieve a transform's position and rotation in world space, to either display them or evaluate them. For example:

transform.GetPositionAndRotation(out Vector3 position, out Quaternion rotation)

The following example logs the position and rotation of a GameObject's Transform in world space.

using UnityEngine;

// Attach this script to a GameObject as a component. public class GetPositionAndRotationExample : MonoBehaviour { void Start() { // transform refers to the Transform of the GameObject this script is attached to. transform.GetPositionAndRotation(out Vector3 position, out Quaternion rotation);

// We will convert the rotation Quaternion to Euler angles for readability. Debug.Log($"{name} is located at {position}, and has the rotation {rotation.eulerAngles}"); } }

Additional resources: Quaternion, Vector3.


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