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:
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.
| 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). |
| DetachChildren | Отвязать всех потомков от родителя. |
| Find | Finds a child by n and returns it. |
| GetChild | Возвращает transform-потомка по индексу. |
| GetSiblingIndex | Gets the sibling index. |
| InverseTransformDirection | Преобразовывает direction (направление) из глобальной в локальную систему координат. Противоположно Transform.TransformDirection. |
| InverseTransformPoint | Преобразует position (позицию) из мировой в локальную систему координат. Противоположно Transform.TransformPoint. |
| InverseTransformVector | Преобразовывает direction (направление) из глобальной в локальную систему координат. Противоположно Transform.TransformDirection. |
| IsChildOf | Является ли данный transform потомком указанного родителя 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. |
| 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. |
| gameObject | Игровой объект к которому прикреплён данный компонент. Компонент всегда прикреплён к игровому объекту. |
| tag | Тег данного игрового объекта. |
| 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. |
| BroadcastMessage | Вызывает метод названный methodName на каждом MonoBehaviour этого game object-а или любого из его потомков. |
| CompareTag | Помечен ли данный игровой объект тегом tag? |
| GetComponent | Возвращает компонент типа type, если он прикреплен к игровому объекту и null, если не прикреплен. |
| GetComponentInChildren | Возвращает компонент типа type в GameObject или некоторого его потомка через поиск в глубину. |
| GetComponentInParent | Возвращает все компоненты типа type из GameObject'а или из любого его родителя. |
| GetComponents | Возвращает все компоненты типа type в GameObject. |
| GetComponentsInChildren | Возвращает все компоненты типа type в GameObject или любому из его потомков. |
| GetComponentsInParent | Возвращает все компоненты типа type в GameObject или любому из его родителей. |
| SendMessage | Вызывает метод с названием methodName в каждом MonoBehaviour в этом игровом объекте. |
| SendMessageUpwards | Вызывает метод с именем methodName в каждом MonoBehaviour в этом игровом объекте и в каждом предке поведения. |
| TryGetComponent | Gets the component of the specified type, if it exists. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the object. |
| 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. |
| 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. |
| 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. |