# thisTransform

> The Transform of the GameObject that received the Collision event (Read Only).

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public Transform thisTransform { get; }
```

### Remarks

If a [Rigidbody](/engine/6000.6/script-reference/unityengine/rigidbody.md) was attached to the [Collider](/engine/6000.6/script-reference/unityengine/collider.md) that belongs to the [GameObject](/engine/6000.6/script-reference/unityengine/gameobject.md) that received the [Collision](/engine/6000.6/script-reference/unityengine/collision.md) event, the transform is the transform attached to the [Rigidbody](/engine/6000.6/script-reference/unityengine/rigidbody.md). If a [Rigidbody](/engine/6000.6/script-reference/unityengine/rigidbody.md) was not attached to the [Collider](/engine/6000.6/script-reference/unityengine/collider.md) that belongs to the [GameObject](/engine/6000.6/script-reference/unityengine/gameobject.md) that received the collision event, the transform will be the transform attached to the collider.

### Examples

```csharp
// Attach this script to a GameObject with a Collider and Rigidbody.
// Make sure the object you’re colliding with also has a Collider (and optionally a Rigidbody).

using UnityEngine;

public class CollisionLogger : MonoBehaviour
{
    private void OnCollisionEnter(Collision collision)
    {
        Transform ourTransform = collision.thisTransform;

        // Log the position, rotation, and scale of the hit object
        Debug.Log("Collision Event On: " + ourTransform.name);
        Debug.Log("Position: " + ourTransform.position);
        Debug.Log("Rotation: " + ourTransform.rotation);
        Debug.Log("Scale: " + ourTransform.localScale);
    }
}
```
