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Use this to apply transformations to a GameObject using the world’s coordinates. This means that the GameObject’s Transform is altered via the world’s space instead of the GameObject’s local space. To transform a GameObject considering the GameObject’s rotation, use Space.Self.
//This example shows the difference between using Space.world and Space.self. Attach this script to a GameObject //Enable or disable the checkbox in the Inspector before starting (depending on if you want world or self) //Press play to see the GameObject rotating appropriately. Press space 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()); } } }
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