Unity Basics
  • Welcome
  • Getting Started with Unity Software
  • Helpful Shortcuts
  • The Unity Software Interface
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • Create
    • Creating Game Objects
      • 3D Primitives
      • Creating Game Objects in the Editor
      • Spawning Objects
      • Unhiding/Hiding Objects During Gameplay
      • Parenting
    • Creating Assets
    • Creating Components and Scripts
      • Adding Components in the Inspector
      • Creating Custom Components and Scripts
    • Creating Prefabs
  • Select and Update
    • General Selection
    • Search and Focus
    • Updating Game Objects
      • Updating Game Objects in the Editor
      • Updating Prefabs
    • Updating Assets
    • Updating Components
      • Update Components in the Inspector
      • Accessing Components Through Scripts
  • Delete
    • Deleting Game Objects
      • Deleting and Disabling Objects in the Editor
      • Using the Destroy() Function
    • Deleting Components and Scripts
      • Disabling and Removing Components in the Editor
      • Disabling and Removing Components During Gameplay
  • Translate, Rotate, and Scale
    • Intro to Transforms
    • Handy Transform Shortcuts
    • Translate
      • Positioning Game Objects in the Editor
      • Updating Position Through Script Code
      • Using the Transform.Translate() Function
    • Rotate
      • Rotating Game Objects in the Editor
      • Updating Rotation Through Script Code
      • Using the Transform.Rotate() Function
    • Scale
      • Resizing/Scaling Objects in the Editor
      • Updating Scale Through Script Code
    • Controlling Speed
    • Common Issues with Transforms
  • Materials
    • Material Basics
      • Creating and Applying Materials
      • Accessing Materials Through Code
  • Physics
    • Physics Basics
    • Colliders and Triggers
      • Collider Component Overview
      • Accessing Colliders Through Scripts
      • Common Issues: Colliders and Triggers
    • Rigidbody Component
      • Rigidbody Component Overview
      • Accessing the Rigidbody Component Through Scripts
      • Common Issues: Rigidbody Components
    • Common Issues: Physics and Velocity
  • Interaction
    • Interaction Basics
    • Keyboard Controls
    • Mouse Controls
  • Coding Basics
    • Intro to Scripts
    • Variables
    • Conditionals (If / Then / Else)
    • Arrays
    • Loops
    • Functions
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  1. Translate, Rotate, and Scale

Controlling Speed

Different computers run at different speeds. The best way to account for this is to always multiply your transform code by Time.deltaTime.

Speed can be stored in its own variable to update with ease and is generally multiplied or divided when updating the transform.

Examples:

// Define public global variables
// These will appear in the Inspector tab
public float speed = 3.5F;
public Vector3 destination;

// Only runs once
void Start()
{

    // Initialize the destination location
    destination = new Vector3(20.0F, 0, 0);
}
    
// Runs each frame
void Update()
{

    // Example of updating position
    transform.position += new Vector3(1.0F, 0, 0) * speed * Time.deltaTime;

    // Example of using Translate()
    transform.Translate(new Vector3(1.0F, 0, 0) * speed * Time.deltaTime);

    // Example of using Vector3.Lerp()
    transform.position = Vector3.Lerp(transform.position, destination, speed * Time.deltaTime);

}

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Last updated 4 years ago

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