public Vector3 forward ;

説明

ワールド空間の Transform の青軸

Manipulate a GameObject’s position on the Z axis (blue axis) of the transform in world space. Unlike Vector3.forward, Transform.forward moves the GameObject while also considering its rotation.

When a GameObject is rotated, the blue arrow representing the Z axis of the GameObject also changes direction. Transform.forward moves the GameObject in the blue arrow’s axis (Z).

For moving the GameObject on the Z axis while ignoring rotation, see Vector3.forward.

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody m_Rigidbody; float m_Speed;

void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Set the speed of the GameObject m_Speed = 10.0f; }

void Update() { if (Input.GetKey(KeyCode.UpArrow)) { //Move the Rigidbody forwards constantly at speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = transform.forward * m_Speed; }

if (Input.GetKey(KeyCode.DownArrow)) { //Move the Rigidbody backwards constantly at the speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = -transform.forward * m_Speed; }

if (Input.GetKey(KeyCode.RightArrow)) { //Rotate the sprite about the Y axis in the positive direction transform.Rotate(new Vector3(0, 1, 0) * Time.deltaTime * m_Speed, Space.World); }

if (Input.GetKey(KeyCode.LeftArrow)) { //Rotate the sprite about the Y axis in the negative direction transform.Rotate(new Vector3(0, -1, 0) * Time.deltaTime * m_Speed, Space.World); } } }

他の例:

// Computes the angle between the target transform and this object
var angleBetween = 0.0;
var target : Transform;
function Update () {
    var targetDir = target.position - transform.position;
    angleBetween = Vector3.Angle (transform.forward, targetDir);
}