Transform class

Transform

  • Script Reference: Transform
  • Manual: Transform
  • Important classes: Transform
  • The GameObject's position, rotation and scale can be manipulated via its Transform component
    • either by using the included methods, or by directly manipulating properties
    • Properties are either global or local: e.g., position vs localPosition
    • Local coordinates are with respect to the GameObject's parent

Translation

  • Translation properties (can be directly changed):
    • transform.position
    • transform.localPosition
  • Translation (movement) methods:
    • transform.Translate()
      float moveSpeed = 3.0f;
      if(Input.GetKey(KeyCode.UpArrow))
        transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
      
      if(Input.GetKey(KeyCode.DownArrow))
        transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
      
    • Note: Translating happens by default according to GameObject's local coordinate system

Rotation

  • Manual: Rotation and orientation in Unity
  • The rotation of a transform visible in the inspector is shown as Euler angles
    • Secretly, Unity uses Quaternions to store the rotation of a transform
    • Both are available in code
  • Rotation properties:
    • transform.rotation, global rotation as a Quaternion
    • transform.localRotation, local rotation as a Quaternion
    • transform.eulerAngles, global rotation as Euler angles (Vector3)
    • transform.localEulerAngles, local rotation as Euler angles (Vector3)
  • Rotation methods:

Scale

Local axes

  • transform.up, transform.right and transform.forward refer to the local axes of the GameObject: green, red and blue, respectively
    • Global versions are Vector3.up, Vector3.right and Vector3.forward
  • You can use them to e.g., rotate the GameObject around these axes:
    if (Input.GetKey(KeyCode.LeftAlt))
        transform.RotateAround(
            transform.position,  // rotates along the GameObject's origin point...
            transform.right,     // around the GameObject's red axis... 
            180 * Time.deltaTime // with a rate of 180 degrees per second.
        );  
    

Exercise 1.

Make a child GameObject rotate around its parent.

Extra: How to rotate something by x degrees

  • In a mishmash of vectors, rotations and transforms, it can be difficult to see what to do when trying to apply rotations!
    • Let's say, we want to rotate something around the global axis by .
  • First, create a new rotation with Quaternion.Euler:
    Quaternion newRotation = Quaternion.Euler(0, 0, 30);
    
  • Then, we use it to rotate whatever we need to rotate...
  • To rotate a Vector3 by a Quaternion:
    Vector3 newVector = newRotation * oldVector; 
    
  • To rotate a Quaternion by a Quaternion:
    Quaternion newQuaternion = newRotation * oldQuaternion;
    
    • We can use this technique to rotate a Transform by a Quaternion:
      transform.rotation = newRotation * transform.rotation;
      
  • Note: We do not need a Quaternion to rotate a transform. We can just apply the rotation with
    transform.Rotate(0, 0, 30);
    

Extra: How to look instantly towards a point (3D)

  • What if we don't know how many degrees we want to rotate something by, but instead want to rotate something so that it points to a given direction (vector)?
  • To rotate to a direction given by another Transform, use the previously mentioned Transform.LookAt method:
    transform.LookAt(otherGameObject.transform);
    
  • To rotate to a direction given by another vector, use Quaternion.LookRotation:
    transform.rotation = Quaternion.LookRotation(vector);
    

There's also Quaternion.FromToRotation for rotating a vector to align another vector

  • E.g., here's how to sets the the transform's -axis (transform.up) to go along the directionVector
    transform.rotation = Quaternion.FromToRotation(transform.up, directionVector);
    

Extra: How to look slowly towards a point (3D)

To slowly rotate towards a target, there are two methods available:

Extra: How to instantly look towards a point (2D)

  • The methods described in the previous slide do not (directly) work in 2D
  • Even transform.LookAt(Transform target) does not work, because it aligns the transform.forward axis towards the target, which is the local axis - the one that points UP in 2D games!
  • Instead, we want to align the transform.right axis towards the target:
    transform.right = target.transform.position - transform.position;
    
    (or if you want to use angles:)
    float angle = Mathf.Atan2(target.transform.position.y, target.transform.position.x) * Mathf.Rad2Deg;
    transform.rotation = Quaternion.Euler(new Vector3(0, 0, angle));
    

How to slowly look towards a point (2D)

  • uhhhh xx todo