These tools are located in the upper left-hand corner of the Unity Editor. In the scene, you can modify Transforms using the Move, Rotate and Scale tools. More info See in Glossary or by changing its properties in the Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. A transform showing the color-coding of the axesĪ Transform can be edited in the Scene View An interactive view into the world you are creating. In Unity, these axes are represented by the colors red, green, and blue respectively. Transforms are manipulated in 3D space in the X, Y, and Z axes or in 2D space in just X and Y. If the Transform has no parent, the properties are measured in world space. The position, rotation and scale values of a Transform are measured relative to the Transform’s parent. Note: You can assign a keyboard shortcut to enable or disable proportional scaling. If any scale value is zero, it is grayed out and does not automatically adjust when proportional scaling is enabled. When enabled, proportional scaling also applies to changes you make using the Scale tool in the Scene view. For example, if your GameObject’s x, y and z axis values are (1, 2, 4) and you double the x axis value to 2, the y and z axis values change to 4 and 8 respectively. Proportional scaling adjusts the scale values proportionately to each other. Select the link icon next to the values to toggle proportional scaling. Value “1” is the original size (size at which the object was imported). Scale of the Transform along X, Y, and Z axes. Rotation of the Transform around the X, Y, and Z axes, measured in degrees. Position of the Transform in X, Y, and Z coordinates. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. The Transform component determines the Position, Rotation, and Scale of each object in the scene A Scene contains the environments and menus of your game. A GameObject will always have a Transform component attached - it is not possible to remove a Transform or to create a GameObject without one. More info See in Glossary’s position, rotation, scale and parenting state and is thus very important. A GameObject’s functionality is defined by the Components attached to it. direction is just shorthand for this translation.The Transform is used to store a GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. The same can be achieved by simply using transform.right, because transform. way right) for the current object in world space. The code you posted returns the x-axis (i.e. You'd need to do you.TransformDirection(you.forward) and that would return (1,0,0), which is equal to the world right. Now, if you turn so that your left is towards the monitor, the directions don't match anymore your(=local) forward is suddenly pointing to the same direction as world right! But say you are blind and want to know which way you're actually facing in relation to the monitor. your(=local) forward is the same as the world (=your monitor) forward and your(=local) right is the same as the world right. Now, as long as you face your monitor, i.e. The direction the back of your screen shows, is the positive z-axis(world forward), the direction the right edge of the screen is the positive x-axis (world right), and up is the positive y-axis (world up). You can see this effect for yourself if you imagine your monitor being the center of the world (0,0,0). What Translatedirection does is it takes that relative movement, and returns how it is in relation to the origo. In the world space, vector (1,0,0) is one unit to the right of the origo, in local space, however that same vector is one step to the right based on the object's current rotation. Now, TransformDirection, as per the docs, transform a Vector from local space to world space. This answer does a pretty good job at explaining. To understand TransformDirection, you must first understand the difference in World and Local space.
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