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Scripting > Runtime Classes > Transform
Transform Class, inherits from Component, IEnumerable

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 hierachically. 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;
}

See Also: The component reference, Physics class.

Variables
position

The position of the transform in world space.

localPosition

Position of the transform relative to the parent transform.

eulerAngles

The rotation as Euler angles in degrees.

localEulerAngles

The rotation as Euler angles in degrees relative to the parent transform's rotation.

right

The red axis of the transform in world space.

up

The green axis of the transform in world space.

forward

The blue axis of the transform in world space.

rotation

The rotation of the transform in world space stored as a Quaternion.

localRotation

The rotation of the transform relative to the parent transform's rotation.

localScale

The scale of the transform relative to the parent.

parent

The parent of the transform.

worldToLocalMatrix

Matrix that transforms a point from world space into local space (Read Only).

localToWorldMatrix

Matrix that transforms a point from local space into world space (Read Only).

root

Returns the topmost transform in the hierarchy.

childCount

The number of children the Transform has.

lossyScale

The global scale of the object (Read Only).

Functions
Translate

Moves the transform in the direction and distance of translation.

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 passsing through point in world coordinates by angle degrees.

LookAt

Rotates the transform so the forward vector points at /target/'s current position.

TransformDirection

Transforms direction from local space to world space.

InverseTransformDirection

Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.

TransformPoint

Transforms position from local space to world space.

InverseTransformPoint

Transforms position from world space to local space. The opposite of Transform.TransformPoint.

DetachChildren

Unparents all children.

Find

Finds a child by name and returns it.

IsChildOf

Is this transform a child of parent?

Inherited members
Inherited Variables
transform

The Transform attached to this GameObject (null if there is none attached).

rigidbody

The Rigidbody attached to this GameObject (null if there is none attached).

camera

The Camera attached to this GameObject (null if there is none attached).

light

The Light attached to this GameObject (null if there is none attached).

animation

The Animation attached to this GameObject (null if there is none attached).

constantForce

The ConstantForce attached to this GameObject (null if there is none attached).

renderer

The Renderer attached to this GameObject (null if there is none attached).

audio

The AudioSource attached to this GameObject (null if there is none attached).

guiText

The GUIText 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)

guiTexture

The GUITexture attached to this GameObject (Read Only). (null if there is none attached)

collider

The Collider attached to this GameObject (null if there is none attached).

hingeJoint

The HingeJoint attached to this GameObject (null if there is none attached).

particleEmitter

The ParticleEmitter 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.

tag

The tag of this game object.

name

The name of the object.

hideFlags

Should the object be hidden, saved with the scene or modifyable by the user?

Inherited Functions
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.

GetComponentsInChildren

Returns all components of Type type in the GameObject or any of its children.

GetComponents

Returns all components of Type type in the GameObject.

CompareTag

Is this game object tagged tag?

SendMessageUpwards

Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour

SendMessage

Calls the method named methodName on every MonoBehaviour in this game object.

BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

GetInstanceID

Returns the instance id of the object.

Inherited Class Functions
operator bool

Does the object exist?

Instantiate

Clones the object original and returns the clone.

Destroy

Removes a gameobject, component or asset.

DestroyImmediate

Destroys the object obj immediately. It is strongly recommended to use Destroy instead.

FindObjectsOfType

Returns a list of all active loaded objects of Type type.

FindObjectOfType

Returns the first active loaded object of Type type.

operator ==

Compares if two objects refer to the same

operator !=

Compares if two objects refer to a different object

DontDestroyOnLoad

Makes the object target not be destroyed automatically when loading a new scene.