Axes Orientation in the Scene View

Hi Everyone, I was a little confused about the orientation of axes in the scene view. The default orientation has +ive x-axis on the left of origin and it is not a horizontal line as it is tilted at an angle. Please see the attached figure. I am used to having x-axis represented by an absolute horizontal line and +ive x-axis on the right side of the origin. Similarly, i prefer z-axis to be perfectly perpendicular to the computer screen and in such an orientation, the z-axis is -ive while coming out of the screen and +ive while going into the screen. I tried to keep z-axis +ive while coming out of the screen but it disturbs the orientation of x and y axes and i don’t want to change their orientation.

So, i had a few questions regarding all this:

1 - Is there any orientation that should be preferred or avoided?

2 - Is it fine to have -ive z-axis outwards as i had read somewhere(Unity Answers perhaps…don’t remember exactly) that z-axis should be +ive outwards and -ive inwards. Is it true? I was worried as my preferred orientation has -ive z-axis outwards.

And on a side note…i change the axes orientation in scene view by right clicking mouse button and then moving the mouse accordingly. Is this approach fine?

Thanks.

I’m not sure what ā€œiveā€ is (the Y axis, maybe?) but to back up a second…

You understand that the Scene View is a 2D projection representing 3D space, yes? So as you rotate your view (and yes, right-clicking and panning is how you do that), the axis indicator changes to show the current orientation of the projection. This doesn’t change anything in the game… it’s just to show you what direction you’re looking at the projection from.

If you just want to look at two axes like the right side of your diagram, toggle on 2D mode. You can also click any of the cones on the axes gizmo to snap your view to align with that axis, and click the cube in the middle of it to toggle perspective/orthographic view.

Thanks for the reply.

+ive is short for positive
-ive is short for negative

So, +ive x-axis means x=1,2,3,…
-ive x-axis means x=-1,-2,-3…

And similarly we have positive and negative y-axis and z-axis too. Maybe i should have written the words ā€˜positive’ and ā€˜negative’ to avoid this confusion.

Anyways, back to topic. Yes, i understand that scene view is represented as a 3D space on a computer screen and screen is ofcourse 2D, so, yeah i get that.

I wanted to know that does this orientation affect the game in anyway or does it affect the camera-view from the player’s perspective. Can i or should i use whatever axes orientation i prefer or is any orientation that should be preferred?

Is it fine to have negative z-axis outwards(coming out of screen) and positive z-axis inwards?

Thanks Again.

Gotcha.

I don’t want you to take offense at this… You seem like an intelligent person. But you also don’t seem to understand what the Scene View is. You should go through the Interface tutorials to learn more about the editor and how to use it.

In short, the Scene View has almost nothing to do with what the player sees. It’s a tool to help you place and edit objects.

1 Like

Orientation does not affect the game - provided that there is no code which relies on specific axi. In 3d, there is not (aside from default adjustable gravity). In 2d (with built in tools), there is.

2D in Unity should probably be done with the preset 2D plane. Everything is already handled for you there and physics2d will operate in the correct axi. If you are not using built in 2D systems then you can do whatever you want since the scene is a 3D space, you have complete freedrom in that case and Unity isn’t going to stop you or give you any grief.

1 Like

Offense?? No…Not at all…You just clarified the confusion i had and yeah i will definitely take a good look on Interface tutorials.
Thanks.

1 Like

You said that as long as there is no code which relies on specific axis,everything is fine in 3d. Suppose we are controlling the camera through script…like rotating the camera along x or z axis with the help of mouse, so here we have a code that is dependent on axes. So ,orientation does matter here or not? I don’t know if i am interpreting the point taken up by you correctly or not but i hope that you got my point.

For example the Physics2D stuff only works in YX. If your camera viewed the YZ plane then Physics2D would seem to not work.

1 Like

Okay…Got it.

Thanks:)