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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;

See Also: The component reference , Physics class.

Properties

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.

Inherited Members

Properties

Public Methods

gameObject The game object this component is attached to. A component is always attached to a game object.
tag The tag of this game object.
transform The Transform attached to this GameObject.
hideFlags Should the object be hidden, saved with the Scene or modifiable by the user?
name The name of the object.

Static Methods

BroadcastMessage Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTag Checks the GameObject's tag against the defined tag.
GetComponent Gets a reference to a component of type T on the same GameObject as the component specified.
GetComponentInChildren Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject.
GetComponentInParent Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject.
GetComponents Gets references to all components of type T on the same GameObject as the component specified.
GetComponentsInChildren Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject.
GetComponentsInParent Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject.
SendMessage Calls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwards Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponent Gets the component of the specified type, if it exists.
GetInstanceID Gets the instance ID of the object.
ToString Returns the name of the object.

Operators

Destroy Removes a GameObject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoad Do not destroy the target Object when loading a new Scene.
FindAnyObjectByType Retrieves any active loaded object of Type type.
FindFirstObjectByType Retrieves the first active loaded object of Type type.
FindObjectOfType Returns the first active loaded object of Type type.
FindObjectsByType Retrieves a list of all loaded objects of Type type.
FindObjectsOfType Gets a list of all loaded objects of Type type.
Instantiate Clones the object original and returns the clone.
Is something described here not working as you expect it to? It might be a Known Issue . Please check with the Issue Tracker at Tutorials Community Answers Knowledge Base Forums Asset Store Terms of use
bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares two object references to see if they refer to the same object.