Why should i save transform as member ?

I am going through some scripts I got from the asset store and I noticed that before a script uses the transform it store it as a member first in the awake call

private Transform m_Transform = null;

void Awake()
    m_Transform = transform;

void Update()
    ... do something with m_Transform ...

Can anyone think of an explanation for why is that good for ?

transform is a property. Whenever you call it, behind the scenes it gets the Transform component which is attached to the GameObject, which is a fairly expensive operation.

So if you use transform a whole lot, particularly within Update() you’re sacrificing performance where you really don’t need to. That’s why you’d cache it.