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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.