Transforms and coordinates
Updated: Sep 30, 2025
An object’s transform describes its placement in your scene. A transform is made up of three elements:
- The translation of an object in the scene. The coordinates displayed in the properties panel relate to the object’s local coordinates.
- The scale of the object compared to its original size
(1, 1, 1). - The rotation of the object compared to its original orientation
(0, 0, 0).
The values shown for these properties in the Inspector are the local properties. If an object is parented under another object, it will inherit changes in scale, position, or rotation from the parent object, but the local transform values will stay the same.
Coordinates and your Spatial SDK app
The glXF files with your compositions can be inflated at a specific transform offset. This means that coordinates between Spatial Editor and your Spatial SDK application may not be a 1:1 match unless the glXF is inflated at (0,0,0), which is the default.
In Spatial Editor, an empty node can be used to group other objects. Objects grouped under a null object are known as its children. The children take on the properties of the null object. For example, if you make a null object bigger, any children will get bigger too.
Empty nodes are added to your composition from the composition panel:
Any object parented under the empty node will use that node’s local coordinate system. This means that the location of the empty node is used as the 0,0,0 origin point for child objects.
You can change the gizmo UI to be relative to either local or world space.
- Local: keeps the gizmo’s orientation relative to the selected object.
- Global: keeps the gizmo oriented with world space.