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์ด์•Œ์ด ํƒ€๊ฒŸ ๋งž์ถ”๋Š” ์ฝ”๋“ ๋ฐ


Space.World๋ž‘ Space.Self ์ฐจ์ด๊ฐ€ ๋ญ”์ง€๋Š” ์•Œ๊ณ  ์žˆ์–ด


๊ทผ๋ฐ ์—ฌ๊ธฐ์„œ๋Š” Vector3 dir์ด ์ฃผ์–ด์ ธ์žˆ๊ธฐ ๋–„๋ฌธ์— ์ƒ๊ด€์—†์ง€ ์•Š๋‚˜???


์‹ค์ œ๋กœ ๋Œ๋ ค๋ด๋„ ํƒ€๊ฒŸํŒ… ์ž˜ํ•˜๋”๋ผ๊ณ 



์•„๋ž˜ ์™ธ๊ตญ์ธ ๋‹ต๋ณ€ย ์ดํ•ด๋Š” ๋˜๋Š”๋ฐ, ์ €๊ฑด ๊ทธ๋ƒฅ ์•ž์ด๊ณ  Vector3 dir์€ ์ด๋ฏธ ๋‚˜,ํƒ€๊ฒŸ์˜ ์œ„์น˜๋ฅผ ๋‹ค ๊ณ ๋ คํ•œ ๋ฐฉํ–ฅ๊ฐ’์ด์ž–์•„


So if you say transform.Translate(Vector3.forward, Space.Self), this moves the object one unit in its own forward direction, whatever way that happens to be at the moment. If the object is pointing "northwest" then this moves it northwest. And this is the default, so it's what happens if you just say transform.Translate(Vector3.forward).

But if you say transform.Translate(Vector3.forward, Space.World), then this adds Vector3(0, 0, 1) (which is the value of Vector3.forward) to the object's position, no matter which way it's facing. Its position in the world just shifts over one unit in Z.