Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

Transform.right

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public Vector3 right;

Description

The red axis of the transform in world space.

Manipulate a GameObject’s position on the X axis (red axis) of the transform in world space. Unlike Vector3.right, Transform.right moves the GameObject while also considering its rotation.

When a GameObject is rotated, the red arrow representing the X axis of the GameObject also changes direction. Transform.right moves the GameObject in the red arrow’s axis (X).

For moving the GameObject on the X axis while ignoring rotation, see Vector3.right.

//Attach this script to a GameObject with a Rigidbody2D component. Use the left and right arrow keys to see the transform in action.
//Use the up and down keys to change the rotation, and see how using Transform.right differs from using Vector3.right

using UnityEngine;

public class Example : MonoBehaviour { Rigidbody2D m_Rigidbody; float m_Speed;

void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody2D>(); //Set the speed of the GameObject m_Speed = 10.0f; }

void Update() { if (Input.GetKey(KeyCode.RightArrow)) { //Move the Rigidbody to the right constantly at speed you define (the red arrow axis in Scene view) m_Rigidbody.velocity = transform.right * m_Speed; }

if (Input.GetKey(KeyCode.LeftArrow)) { //Move the Rigidbody to the left constantly at the speed you define (the red arrow axis in Scene view) m_Rigidbody.velocity = -transform.right * m_Speed; }

if (Input.GetKey(KeyCode.UpArrow)) { //rotate the sprite about the Z axis in the positive direction transform.Rotate(new Vector3(0, 0, 1) * Time.deltaTime * m_Speed, Space.World); }

if (Input.GetKey(KeyCode.DownArrow)) { //rotate the sprite about the Z axis in the negative direction transform.Rotate(new Vector3(0, 0, -1) * Time.deltaTime * m_Speed, Space.World); } } }

Did you find this page useful? Please give it a rating: