# localToWorldMatrix

> The transformation matrix used to transform the Rigidbody2D to world space.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public Matrix4x4 localToWorldMatrix { get; }
```

### Remarks

The transformation matrix is calculated as the combination of the [Rigidbody2D.position](/engine/6000.3/script-reference/unityengine/rigidbody2d/position.md) and the [Rigidbody2D.rotation](/engine/6000.3/script-reference/unityengine/rigidbody2d/rotation.md).

Additional Resources: [Collider2D.localToWorldMatrix](/engine/6000.3/script-reference/unityengine/collider2d/localtoworldmatrix.md) and [Matrix4x4](/engine/6000.3/script-reference/unityengine/matrix4x4.md).
