TransformNamespace: UnityEngine
Parent class:
Component
Description
Position, rotation and scale of an object.
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:
// Moves all transform children 10 units upwards!for (var child : Transform in transform) {
child.position += Vector3.up * 10.0;
}
using UnityEngine;
using System.Collections;
public class Example : MonoBehaviour {
void Example() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}
import UnityEngine
import System.Collections
public class Example(MonoBehaviour):
def Example() as void:
for child as Transform in transform:
child.position += (Vector3.up * 10.0F)
Variables
childCount |
The number of children the Transform has. |
eulerAngles |
The rotation as Euler angles in degrees. |
forward |
The blue axis of the transform in world space. |
hasChanged |
Has the transform changed since the last time the flag was set to 'false'? |
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 parent transform's rotation. |
localScale |
The scale of the transform relative to the 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 position of the transform in world space. |
right |
The red axis of the transform in world space. |
root |
Returns the topmost transform in the hierarchy. |
rotation |
The rotation of the transform in world space stored as a Quaternion. |
up |
The green axis of the transform in world space. |
worldToLocalMatrix |
Matrix that transforms a point from world space into local space (Read Only). |
Functions
DetachChildren |
Unparents all children. |
Find |
Finds a child by name and returns it. |
GetChild |
Returns a transform child by 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. The opposite of Transform.TransformPoint. |
IsChildOf |
Is this transform a child of parent? |
LookAt |
Rotates the transform so the forward vector points at target's current position. |
Rotate |
Applies a rotation of /eulerAngles.z/ degrees around the z axis, /eulerAngles.x/ degrees around the x axis, and /eulerAngles.y/ degrees around the y axis (in that order). |
RotateAround |
Rotates the transform about axis passing through point in world coordinates by angle degrees. |
TransformDirection |
Transforms direction from local space to world space. |
TransformPoint |
Transforms position from local space to world space. |
Translate |
Moves the transform in the direction and distance of translation. |
Inherited members
Variables
animation |
The Animation attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
collider |
The Collider attached to this GameObject (null if there is none attached). |
collider2D |
The Collider2D component attached to the object. |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
tag |
The tag of this game object. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
name |
The name of the object. |
Functions
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag |
Is this game object tagged with tag? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
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. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
Static Functions
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
Instantiate |
Clones the object original and returns the clone. |
Operators
bool |
Does the object exist? |
operator != |
Compares if two objects refer to a different object. |
operator == |
Compares if two objects refer to the same. |