Version: 2020.3



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The coordinate space in which to operate.

Use to transform a GameObject using Unity’s world coordinates, ignoring the GameObject’s rotation state. Use Space.self to transform a GameObject using its own coordinates and consider its rotations.

See Also: Transform.

//Attach this script to a GameObject
//This example shows the difference between using and Space.self.
//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; bool m_WorldSpace;

void Start() { //Set the speed of the rotation m_Speed = 20.0f; //Start off in World.Space m_WorldSpace = true; //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()); } } }


WorldApplies transformation relative to the world coordinate system.
SelfApplies transformation relative to the local coordinate system.