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Unity Engine


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Unity Engine


forward

Returns a normalized vector representing the blue axis of the transform in world space.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public Vector3 forward { get; set; }

Remarks

Unlike Vector3.forward, which is a constant direction in world space, TransformHandle.forward is the local forward direction for this GameObject. Rotating this GameObject will change the TransformHandle.forward direction.
The example below shows how to manipulate a GameObject’s position along the Z axis (blue axis) of the transform in world space.
using UnityEngine;public class Example : MonoBehaviour{ Rigidbody m_Rigidbody; float m_Speed; void Start() { //Fetch the Rigidbody component you attach from your GameObject m_Rigidbody = GetComponent<Rigidbody>(); //Set the speed of the GameObject m_Speed = 10.0f; } void Update() { if (Input.GetKey(KeyCode.UpArrow)) { //Move the Rigidbody forwards constantly at speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = transformHandle.forward * m_Speed; } if (Input.GetKey(KeyCode.DownArrow)) { //Move the Rigidbody backwards constantly at the speed you define (the blue arrow axis in Scene view) m_Rigidbody.velocity = -transformHandle.forward * m_Speed; } if (Input.GetKey(KeyCode.RightArrow)) { //Rotate the sprite about the Y axis in the positive direction transformHandle.Rotate(new Vector3(0, 1, 0) * Time.deltaTime * m_Speed, Space.World); } if (Input.GetKey(KeyCode.LeftArrow)) { //Rotate the sprite about the Y axis in the negative direction transformHandle.Rotate(new Vector3(0, -1, 0) * Time.deltaTime * m_Speed, Space.World); } }}
Another example:
using UnityEngine;// Computes the angle between the direction of the target from this object and this object's viewing direction (forward).public class Example : MonoBehaviour{ public float angleBetween = 0.0f; public TransformHandle target; void Update() { Vector3 targetDir = target.position - transformHandle.position; angleBetween = Vector3.Angle(transformHandle.forward, targetDir); }}