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Transform.position

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public var position: Vector3;
public Vector3 position;

Description

The world space position of the Transform.

The position property of a GameObject’s Transform, which is accessible in the Unity Editor and through scripts. Alter this value to move a GameObject. Get this value to locate the GameObject in 3D world space.

The following example updates the position of a sphere. It bounces up and down and rotates in a circle.

#pragma strict
// Transform.position example.
//
// Animate a sphere around a circle and bounce up and down.
public class ExampleScript extends MonoBehaviour {
	private var spherePosition: Vector3;
	private var xzPositionyPosition: float;
	private var increaseXZPositionincreaseYPosition: float;
	function Awake() {
		// Three seconds per circular rotation.
		increaseXZPosition = (2.0f * Mathf.PI) / 3.0f;
		// Random speed up/down.
		increaseYPosition = (2.0f * Mathf.PI) / 1.3f;
		// Create a floor for the sphere to bounce on.
		var quad: GameObject;
		quad = GameObject.CreatePrimitive(PrimitiveType.Quad);
		quad.transform.rotation = Quaternion.Euler(90, 0, 0);
		quad.transform.localScale = new Vector3(8, 8, 1);
		// Sphere is 1 unit in size.  Drop floor by half this.
		quad.transform.position = new Vector3(0.0f, -0.5f, 0.0f);
		// Change the camera position and rotation.
		Camera.main.transform.position = new Vector3(2.5f, 7.5f, 0.8f);
		Camera.main.transform.rotation = Quaternion.Euler(65, -105, 0);
	}
	function Update() {
		// Move sphere around the circle.
		spherePosition = new Vector3(2.0f * Mathf.Sin(xzPosition), 4.0f * Mathf.Sin(yPosition), 2.0f * Mathf.Cos(xzPosition));
		transform.position = spherePosition;
		// Update the rotating position.
		xzPosition += increaseXZPosition * Time.deltaTime;
		if (xzPosition > 2.0f * Mathf.PI) {
			xzPosition = xzPosition - 2.0f * Mathf.PI;
		}
		// Update the up/down position.
		yPosition += increaseYPosition * Time.deltaTime;
		if (yPosition > Mathf.PI) {
			yPosition = yPosition - Mathf.PI;
		}
	}
	// Display the changing position of the sphere.
	function OnGUI() {
		var fontSize: GUIStyle = new GUIStyle(GUI.skin.GetStyle("label"));
		fontSize.fontSize = 24;
		GUI.Label(new Rect(20, 20, 300, 50), "Position: " + spherePosition.ToString("F2"), fontSize);
	}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Transform.position example. // // Animate a sphere around a circle and bounce up and down.

public class ExampleScript : MonoBehaviour { private Vector3 spherePosition; private float xzPosition, yPosition; private float increaseXZPosition, increaseYPosition;

void Awake() { // Three seconds per circular rotation. increaseXZPosition = (2.0f * Mathf.PI) / 3.0f;

// Random speed up/down. increaseYPosition = (2.0f * Mathf.PI) / 1.3f;

// Create a floor for the sphere to bounce on. GameObject quad; quad = GameObject.CreatePrimitive(PrimitiveType.Quad); quad.transform.rotation = Quaternion.Euler(90, 0, 0); quad.transform.localScale = new Vector3(8, 8, 1);

// Sphere is 1 unit in size. Drop floor by half this. quad.transform.position = new Vector3(0.0f, -0.5f, 0.0f);

// Change the camera position and rotation. Camera.main.transform.position = new Vector3(2.5f, 7.5f, 0.8f); Camera.main.transform.rotation = Quaternion.Euler(65, -105, 0); }

void Update() { // Move sphere around the circle. spherePosition = new Vector3(2.0f * Mathf.Sin(xzPosition), 4.0f * Mathf.Sin(yPosition), 2.0f * Mathf.Cos(xzPosition)); transform.position = spherePosition;

// Update the rotating position. xzPosition += increaseXZPosition * Time.deltaTime; if (xzPosition > 2.0f * Mathf.PI) { xzPosition = xzPosition - 2.0f * Mathf.PI; }

// Update the up/down position. yPosition += increaseYPosition * Time.deltaTime; if (yPosition > Mathf.PI) { yPosition = yPosition - Mathf.PI; } }

// Display the changing position of the sphere. void OnGUI() { GUIStyle fontSize = new GUIStyle(GUI.skin.GetStyle("label")); fontSize.fontSize = 24; GUI.Label(new Rect(20, 20, 300, 50), "Position: " + spherePosition.ToString("F2"), fontSize); } }
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