# Transform 变换

Inherits from Component,IEnumerable

Position, rotation and scale of an object.

Every object in a scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:

``````using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public void Awake() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}``````
``````// Moves all transform children 10 units upwards!
//向上移动所有变换的子物体10个单位
for (var child : Transform in transform) {
child.position += Vector3.up * 10.0;
}``````

### Variables变量

• The position of the transform in world space.
在世界空间坐标transform的位置。
• Position of the transform relative to the parent transform.
相对于父级的变换的位置。
• The rotation as Euler angles in degrees.
旋转作为欧拉角度。
• The rotation as Euler angles in degrees relative to the parent transform's rotation.
旋转作为欧拉角度，相对于父级的变换旋转角度。
• The red axis of the transform in world space.
在世界空间坐标变换的红色轴。也就是x轴。
• The green axis of the transform in world space.
在世界空间坐标变换的绿色轴。也就是y轴。
• The blue axis of the transform in world space.
在世界空间坐标变换的蓝色轴。也就是z轴。
• The rotation of the transform in world space stored as a Quaternion.
在世界空间坐标物体变换的旋转角度作为Quaternion储存。
• The rotation of the transform relative to the parent transform's rotation.
物体变换的旋转角度相对于父级的物体变换的旋转角度。
• The scale of the transform relative to the parent.
相对于父级物体变换的缩放。
• The parent of the transform.
物体变换的父级。
• Matrix that transforms a point from world space into local space (Read Only).
矩阵变换的点从世界坐标转为自身坐标（只读）。
• Matrix that transforms a point from local space into world space (Read Only).
矩阵变换的点从自身坐标转为世界坐标（只读）。
• Returns the topmost transform in the hierarchy.
返回层次最高的变换。
• The number of children the Transform has.
变换的子物体数量。
• The global scale of the object (Read Only).
物体的全局缩放（只读）。

### Functions函数

• Moves the transform in the direction and distance of translation.
移动transform在translation的方向和距离。
• Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order).
应用一个欧拉角的旋转角度，eulerAngles.z度围绕z轴，eulerAngles.x度围绕x轴，eulerAngles.y度围绕y轴（这样的顺序）。
• Rotates the transform about axis passing through point in world coordinates by angle degrees.
按照angle度通过在世界坐标的point轴旋转物体。
• Rotates the transform so the forward vector points at /target/'s current position.
旋转物体，这样向前向量指向target的当前位置。
• Transforms direction from local space to world space.
从自身坐标到世界坐标变换方向。
• Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.
变换方向从世界坐标到自身坐标。和Transform.TransformDirection相反。
• Transforms position from local space to world space.
变换位置从自身坐标到世界坐标。
• Transforms position from world space to local space. The opposite of Transform.TransformPoint.
变换位置从世界坐标到自身坐标。和Transform.TransformPoint相反。
• Unparents all children.
所有子物体解除父子关系。
• Finds a child by name and returns it.
通过名字查找子物体并返回它。
• Is this transform a child of parent?
这个变换是父级的子物体？

## Inherited members继承成员

### Inherited Variables继承变量

• The name of the object. //物体的名字
• Should the object be hidden, saved with the scene or modifiable by the user?
物体是否被隐藏、保存在场景中或被用户修改？

### Inherited Functions继承函数

• Returns the instance id of the object.
返回物体的实例ID
• Returns the name of the game object.
返回游戏物体的名称。

### Inherited Class Functions继承类函数

• Removes a gameobject, component or asset.
删除一个游戏物体、组件或资源
• Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
立即销毁物体obj，强烈建议使用Destroy代替。
• Makes the object target not be destroyed automatically when loading a new scene.
加载新场景的时候使目标物体不被自动销毁。
• Returns the first active loaded object of Type type.
返回Type类型第一个激活的加载的物体。
• Returns a list of all active loaded objects of Type type.
返回Type类型的所有激活的加载的物体列表
• Clones the object original and returns the clone.
克隆原始物体，并返回克隆的物体
Page last updated: 2011-5-16