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Unity - Scripting API: TransformHandle.right
Version: Unity 6.5 (6000.5)
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    TransformHandle.right

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    public Vector3 right;

    Description

    The red axis of the transform in world space.

    Manipulate a GameObjects position on the X axis (red axis) of the transform in world space. Unlike Vector3.right, TransformHandle.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. TransformHandle.right moves the GameObject in the red arrows 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 TransformHandle.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.linearVelocity = transformHandle.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.linearVelocity = -transformHandle.right * m_Speed; }

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

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