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Placing stuff in 3D space in Unity 3D is simple, right? Just use
this.transform.position and you are all set – or so we have been taught in art school. Turns out there are a few pitfalls I happen to hit whenever I work with that stuff.
Reading and Writing Values of
Yes, you can access the
x, y, and
z-values of the
transform.position. But you can not change them directly (at least in C#). You have to use a
Vector3 object, as in:
this.transform.position = new Vector3(newX, newY, newZ);
Obviously, by feeding the original values in, you can change just one value at a time:
this.transform.position = new Vector3(this.transform.position.x, newY, this.transform.position.y);
Global vs. Local
Also of note:
transform.position actually refers to the position in global space, it is the absolute position.
In many cases, you want to calculate movement relative to the parent object. In order to do this, you need to use
transform.localPosition, which works exactly as the other one, but is calculated relatively to the position of the parent object. If there is no parent object,
localPosition is the same as
In my opinion, it is in many cases better to use
localPosition instead of
position, since most of the time, you want to have objects move with or along their parent objects. After all, also the editor shows you the local position.