The blue axis of the transform in world space.
Manipulate a GameObject’s position on the Z axis (blue axis) of the transform in world space. Unlike Vector3.forward, Transform.forward moves the GameObject while also considering its rotation.
When a GameObject is rotated, the blue arrow representing the Z axis of the GameObject also changes direction. Transform.forward moves the GameObject in the blue arrow’s axis (Z).
For moving the GameObject on the Z axis while ignoring rotation, see Vector3.forward.
var thrust: float; var rb: Rigidbody;
function Start() { rb = GetComponent.<Rigidbody>(); }
function Update () { rb.AddForce(transform.forward * thrust); }
using UnityEngine;
public class Example : MonoBehaviour { Rigidbody m_Rigidbody; float m_Speed;
void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Set the speed of the GameObject m_Speed = 10.0f; }
void Update() { if (Input.GetKey(KeyCode.UpArrow)) { //Move the Rigidbody forwards constantly at speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = transform.forward * m_Speed; }
if (Input.GetKey(KeyCode.DownArrow)) { //Move the Rigidbody backwards constantly at the speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = -transform.forward * m_Speed; }
if (Input.GetKey(KeyCode.RightArrow)) { //Rotate the sprite about the Y axis in the positive direction transform.Rotate(new Vector3(0, 1, 0) * Time.deltaTime * m_Speed, Space.World); }
if (Input.GetKey(KeyCode.LeftArrow)) { //Rotate the sprite about the Y axis in the negative direction transform.Rotate(new Vector3(0, -1, 0) * Time.deltaTime * m_Speed, Space.World); } } }
Another example:
// Computes the angle between the target transform and this object var angleBetween = 0.0; var target : Transform; function Update () { var targetDir = target.position - transform.position; angleBetween = Vector3.Angle (transform.forward, targetDir); }