Transform
More information can be found in the Unity API Reference and maybe in the Unity Manual.
Members
Member |
Description |
|---|---|
Methods
Method |
Description |
|---|---|
Details
-
class Transform
-
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
-
Transform parent
-
Vector3 position
-
Vector3 right
-
const Transform root
-
Quaternion rotation
-
string tag
-
const Transform transform
-
Vector3 up
-
const Matrix4x4 worldToLocalMatrix
-
bool CompareTag(string tag)
-
void DetachChildren()
-
Transform Find(string n)
-
Transform GetChild(int index)
-
int GetHashCode()
-
int GetSiblingIndex()
-
Vector3 InverseTransformDirection(float x, float y, float z)
-
Vector3 InverseTransformPoint(float x, float y, float z)
-
Vector3 InverseTransformVector(float x, float y, float z)
-
bool IsChildOf(Transform parent)
-
void LookAt(Transform target)
-
void LookAt(Vector3 worldPosition)
-
void Rotate(Vector3 eulers)
-
void Rotate(Vector3 axis, float angle)
-
void Rotate(float xAngle, float yAngle, float zAngle)
-
void Rotate(float xAngle, float yAngle, float zAngle, Space relativeTo)
-
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(float x, float y, float z)
-
Vector3 TransformPoint(float x, float y, float z)
-
Vector3 TransformVector(float x, float y, float z)
-
void Translate(Vector3 translation)
-
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)
-
const int childCount