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Unity - Manual - Transforms PDF
Unity - Manual - Transforms PDF
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The tools can be used on any object in the scene. When you click on
an object, you will see the tool gizmo appear within it. The
appearance of the gizmo depends on which tool is selected.
Transform gizmo
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When you click and drag on one of the three gizmo axes, you will
Manual Scripting API notice that its color changes to yellow. As you drag the mouse, you
will see the object translate, rotate, or scale along the selected axis.
Whenversion)
Legacy Documentation: Version 2017.2 (Go to current you release the mouse button, the axis remains selected.
Language: English
Parenting
Parenting is one of the most important concepts to understand
when using Unity. When a GameObject is a Parent of another
GameObject, the Child GameObject will move, rotate, and scale
exactly as its Parent does. You can think of parenting as being like
the relationship between your arms and your body; whenever your
body moves, your arms also move along with it. Child objects can
also have children of their own and so on. So your hands could be
regarded as “children” of your arms and then each hand has several
fingers, etc. Any object can have multiple children, but only one
parent. These multiple levels of parent-child relationships form a
Transform hierarchy. The object at the very top of a hierarchy (ie, the
only object in the hierarchy that doesn’t have a parent) is known as
the root.
Note that the Transform values in the Inspector for any child
GameObject are displayed relative to the Parent’s Transform values.
These values are referred to as local coordinates. Returning to the
analogy of body and arms, the position of your body may move as
you walk but your arms will still be attached at the same relative
position. For scene construction, it is usually sufficient to work with
local coordinates for child objects but in gameplay it is often useful
to find their exact position in world space or global coordinates.
The scripting API for the Transform component has separate
properties for local and global position, rotation and scale and also
allows you to convert any point between local and global
coordinates.
Importance of Scale
The scale of the Transform determines the difference between the
size of a mesh in your modeling application and the size of that mesh
in Unity. The mesh’s size in Unity (and therefore the Transform’s
scale) is very important, especially during physics simulation. By
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the physics engine assumes that one unit in world space
corresponds to one metre. If an object is very large, it can appear to
Manual Scripting API fall in “slow motion”; the simulation is actually correct since
effectively, you are watching a very large object falling a great
distance.
Legacy Documentation: Version 2017.2 (Go to current version) Language: English
There are three factors that can affect the scale of your object:
Ideally, you should not adjust the Scale of your object in the
Transform Component. The best option is to create your models at
real-life scale so you won’t have to change your Transform’s scale.
The next best option is to adjust the scale at which your mesh is
imported in the Import Settings for your individual mesh. Certain
optimizations occur based on the import size, and instantiating an
object that has an adjusted scale value can decrease performance.
For more information, see the section about optimizing scale on the
Rigidbody component reference page.
• You can change the colors of the Transform axes (and other UI
elements) from the preferences (Menu: Unity > Preferences and
then select the Colors & keys panel).
2017-12-08.
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Manual Scripting API