Transform:SetPosition, Transform:SetLocalPosition[]
Transform:SetPosition( [Vector3] position ) Transform:SetLocalPosition( [Vector3] position )
Sets the transform's (global or local) position.
Transform:SetOrientation, Transform:SetLocalOrientation[]
Transform:SetOrientation( [Quaternion] orientation ) Transform:SetLocalOrientation( [Quaternion] orientation )
Sets the transform's (global or local) orientation.
Transform:SetEulerAngles, Transform:SetLocalEulerAngles[]
Transform:SetEulerAngles( [Vector3] angles ) Transform:SetLocalEulerAngles( [Vector3] angles )
Sets the transform's (global or local) orientation based on the specified euler angles in degrees.
Y is yaw, X is pitch, Z is roll, and they are applied in this order.
Transform:SetLocalScale[]
Transform:SetLocalScale( [Vector3] scale )
Sets the transform's local scale.
Transform:GetPosition, Transform:GetLocalPosition[]
[Vector3] Transform:GetPosition() [Vector3] Transform:GetLocalPosition()
Returns the transform's (global or local) position as a Vector3. GetLocalPosition returns the position relative to the game object's parent. If your game object is at the root of the scene then GetLocalPosition is equivalent to GetPosition.
Transform:GetOrientation, Transform:GetLocalOrientation[]
[Quaternion] Transform:GetOrientation() [Quaternion] Transform:GetLocalOrientation()
Returns the transform's (global or local) orientation as a Quaternion. GetLocalOrientation returns the orientation relative to the game object's parent. If your game object is at the root of the scene then GetLocalOrientation is equivalent to GetOrientation.
Transform:GetEulerAngles, Transform:GetLocalEulerAngles[]
[Vector3] Transform:GetEulerAngles() [Vector3] Transform:GetLocalEulerAngles()
Returns the transform's (global or local) orientation as Euler angles in degrees. The angles are packed in a Vector3.
Transform:GetLocalScale[]
[Vector3] Transform:GetLocalScale()
Returns the transform's local scale as a Vector3.
Transform:Move, Transform:MoveLocal[]
Transform:Move( [Vector3] offset ) Transform:MoveLocal( [Vector3] offset )
Offsets the transform's (global or local) position by the specified value on each axis.
Transform:MoveOriented[]
Transform:MoveOriented( [Vector3] offset )
Moves the transform's position along the transform's oriented axes by the specified value on each axis.
Transform:Rotate, Transform:RotateLocal[]
Transform:Rotate( [Quaternion] rotation ) Transform:RotateLocal( [Quaternion] rotation )
Rotates the transform's (global or local) orientation by the specified quaternion.
Transform:RotateEulerAngles, Transform:RotateLocalEulerAngles[]
Transform:RotateEulerAngles( [Vector3] angles ) Transform:RotateLocalEulerAngles( [Vector3] angles )
Rotates the transform's (global or local) orientation by the specified euler angles (in degrees).
Y is yaw, X is pitch, Z is roll, and they are applied in this order.
Transform:LookAt[]
Transform:LookAt( [Vector3] target )
Orients the game object so that it looks at the specified target position.
Example: Looking at another game object[]
local other = CraftStudio.FindGameObject( "some object" ) self.gameObject.transform:LookAt( other.transform:GetPosition() )