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Question by an94zhenyi · Aug 05, 2015 at 03:57 AM · rotateforwardworldglobal

transform.forward not really Global,BUG?

hey guys,I'm really confused about it,when you write code like this: rigidBody.velocity = transform.forward * speed; to tell the gameobject to move along with Z-Axis(or Blue-Axis),it will work fun when you place it in the world without rotation. But when I rotate it to (90,0,0) of (x,y,z),the code not really worked! It's no longer move along with the Z-Axis but Y-Axis!not like the documentation says"the blue axis of the transform in the world space" Don't know if you have ever faced this problem,please tell me what's wrong with this,or it's a bug of unity?

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Answer by supernat · Aug 05, 2015 at 04:04 AM

Transform.forward is the forward direction of the model, in world space. So, imagine if you will thar your model is a person instead. If you face that person 90 degrees off the x axis, the face will be along the Y axis, i.e. forward. You may be confusing Vector3.forward, which is a global, or static value, always along the z axis.

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avatar image an94zhenyi · Aug 05, 2015 at 06:04 AM 0
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thanks for reply,and yes,I reviewed the official documentation,the explain of this property is brief with 'The blue axis of the transform in world space.'and make me misunderstand like you said!So base on your explain, forward is not a non-gameobject global Z-Axis,it's based on our specified gameobject, and any gameobject has WorldGizmo and LocalGizmo, and transform.forward will return us a Blue-Aixs of it's WorldGizmo,did I got it?

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