More information can be found in the Unity API Reference and maybe in the Unity Manual.






class RectTransform
RectTransform RectTransform()
Vector2 anchoredPosition
Vector3 anchoredPosition3D
Vector2 anchorMax
Vector2 anchorMin
const int childCount
Vector3 eulerAngles
Vector3 forward
const GameObject gameObject
bool hasChanged
int hierarchyCapacity
const int hierarchyCount
Vector3 localEulerAngles
Vector3 localPosition
Quaternion localRotation
Vector3 localScale
const Matrix4x4 localToWorldMatrix
const Vector3 lossyScale
string name
Vector2 offsetMax
Vector2 offsetMin
Transform parent
Vector2 pivot
Vector3 position
const Rect rect
Vector3 right
const Transform root
Quaternion rotation
Vector2 sizeDelta
string tag
const Transform transform
Vector3 up
const Matrix4x4 worldToLocalMatrix
bool CompareTag(string tag)
void DetachChildren()
Transform Find(string n)
void ForceUpdateRectTransforms()
Transform GetChild(int index)
int GetHashCode()
void GetLocalCorners(array<Vector3> fourCornersArray)
int GetSiblingIndex()
void GetWorldCorners(array<Vector3> fourCornersArray)
Vector3 InverseTransformDirection(Vector3 direction)
Vector3 InverseTransformDirection(float x, float y, float z)
Vector3 InverseTransformPoint(Vector3 position)
Vector3 InverseTransformPoint(float x, float y, float z)
Vector3 InverseTransformVector(Vector3 vector)
Vector3 InverseTransformVector(float x, float y, float z)
bool IsChildOf(Transform parent)
void LookAt(Transform target)
void LookAt(Vector3 worldPosition)
void LookAt(Transform target, Vector3 worldUp)
void LookAt(Vector3 worldPosition, Vector3 worldUp)
void Rotate(Vector3 eulers)
void Rotate(Vector3 eulers, Space relativeTo)
void Rotate(Vector3 axis, float angle)
void Rotate(float xAngle, float yAngle, float zAngle)
void Rotate(Vector3 axis, float angle, Space relativeTo)
void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo)
void RotateAround(Vector3 point, Vector3 axis, float angle)
void SetAsFirstSibling()
void SetAsLastSibling()
void SetParent(Transform p)
void SetParent(Transform parent, bool worldPositionStays)
void SetPositionAndRotation(Vector3 position, Quaternion rotation)
void SetSiblingIndex(int index)
string ToString()
Vector3 TransformDirection(Vector3 direction)
Vector3 TransformDirection(float x, float y, float z)
Vector3 TransformPoint(Vector3 position)
Vector3 TransformPoint(float x, float y, float z)
Vector3 TransformVector(Vector3 vector)
Vector3 TransformVector(float x, float y, float z)
void Translate(Vector3 translation)
void Translate(Vector3 translation, Space relativeTo)
void Translate(Vector3 translation, Transform relativeTo)
void Translate(float x, float y, float z)
void Translate(float x, float y, float z, Space relativeTo)
void Translate(float x, float y, float z, Transform relativeTo)