Position rotation and scaling, supports parent-child structure
Name |
Type |
Description |
Script Name |
Position |
Vector3 |
Position in the world coordinate system |
Position |
Rotation |
Vector3 |
Rotation angle in the world coordinate system, XYZ components are pitch, yaw, and roll, respectively, and rotation order YXZ. |
Rotation |
Scale |
Vector3 |
Zoom size in the world coordinate system |
Scale |
Parent |
Transform |
Parent node of this node |
Parent |
Rotation Quaternion |
Quaternion |
Rotation in the world coordinate system, expressed in quaternions |
RotationQ |
Local Position |
Vector3 |
Position in local coordinate system |
LocalPosition |
Local Rotation Quaternion |
Quaternion |
Rotation in the local coordinate system, expressed in quaternions |
LocalRotationQ |
Local Rotation |
Vector3 |
Rotation angle in the local coordinate system, with XYZ components for pitch, yaw, and roll, respectively, and rotation order YXZ. |
LocalRotation |
Local Scale |
Vector3 |
Scaling dimension in the local coordinate system |
LocalScale |
Up |
Vector3 |
Local coordinate axis y-axis orientation |
Up |
Right |
Vector3 |
Local coordinate axis x-axis orientation |
Right |
Forward |
Vector3 |
Local axis z-axis orientation |
Forward |
Name |
Description |
Set Parent |
Setting the parent node requires that both parent and child have the Transform component |
Create Skeleton Part Look-at Controller |
After creating a skeleton part look-at controller entity, you can use this entity to control the specified skeleton part and make it always face a specific target. |
Set Parent |
Set the parent node of the object entity, supporting entities with Transform, SkeletonPart, Player, and MountPoint components mounted on them |