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Every object in a Scene has a Transform.
It's used to store and manipulate the position, rotation and scale of the object.
Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane.
They also support enumerators so you can loop through children using:
using UnityEngine;
public class Example :
MonoBehaviour
// Moves all transform children 10 units upwards!
void Start()
foreach (
Transform
child in transform)
child.position +=
Vector3.up
* 10.0f;
childCount
The number of children the parent Transform has.
eulerAngles
The rotation as Euler angles in degrees.
forward
Returns a normalized vector representing the blue axis of the transform in world space.
hasChanged
Has the transform changed since the last time the flag was set to 'false'?
hierarchyCapacity
The transform capacity of the transform's hierarchy data structure.
hierarchyCount
The number of transforms in the transform's hierarchy data structure.
localEulerAngles
The rotation as Euler angles in degrees relative to the parent transform's rotation.
localPosition
Position of the transform relative to the parent transform.
localRotation
The rotation of the transform relative to the transform rotation of the parent.
localScale
The scale of the transform relative to the GameObjects parent.
localToWorldMatrix
Matrix that transforms a point from local space into world space (Read Only).
lossyScale
The global scale of the object (Read Only).
parent
The parent of the transform.
position
The world space position of the Transform.
right
The red axis of the transform in world space.
root
Returns the topmost transform in the hierarchy.
rotation
A Quaternion that stores the rotation of the Transform in world space.
up
The green axis of the transform in world space.
worldToLocalMatrix
Matrix that transforms a point from world space into local space (Read Only).
Public Methods
DetachChildren
Unparents all children.
Find
Finds a child by name n and returns it.
GetChild
Returns a transform child by index.
GetLocalPositionAndRotation
Gets the position and rotation of the Transform component in local space (that is, relative to its parent transform).
GetPositionAndRotation
Gets the position and rotation of the Transform component in world space.
GetSiblingIndex
Gets the sibling index.
InverseTransformDirection
Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
InverseTransformPoint
Transforms position from world space to local space.
InverseTransformVector
Transforms a vector from world space to local space. The opposite of Transform.TransformVector.
IsChildOf
Is this transform a child of parent?
LookAt
Rotates the transform so the forward vector points at /target/'s current position.
Rotate
Use Transform.Rotate to rotate GameObjects in a variety of ways. The rotation is often provided as an Euler angle and not a Quaternion.
RotateAround
Rotates the transform about axis passing through point in world coordinates by angle degrees.
SetAsFirstSibling
Move the transform to the start of the local transform list.
SetAsLastSibling
Move the transform to the end of the local transform list.
SetLocalPositionAndRotation
Sets the position and rotation of the Transform component in local space (i.e. relative to its parent transform).
SetParent
Set the parent of the transform.
SetPositionAndRotation
Sets the world space position and rotation of the Transform component.
SetSiblingIndex
Sets the sibling index.
TransformDirection
Transforms direction from local space to world space.
TransformPoint
Transforms position from local space to world space.
TransformVector
Transforms vector from local space to world space.
Translate
Moves the transform in the direction and distance of translation.