Hello
I ask this as there are methods to do both but not sure why the need to. GetChild exists for Transforms so why the diff? One can find GameObjects but then switch to Transforms for other work? Not sure about the connection.
TIA
GameObject is a container object to hold Components. Transform is one Component inside a GameObject. Although it is mandatory, every GameObject has one (and only one) Transform component.
When you’re looking for other components, like MeshFilter or Rigidbody or whatever, you’re searching in GameObjects not in Transforms.
But, the hierarchy (what you can see in the Hierarchy window in the editor) is based on Transform components. Transform component also responsible for storing the position and rotation of the GameObject in the world (among other related things).
For further read:
https://docs.unity3d.com/Manual/GameObjects.html
https://docs.unity3d.com/Manual/class-Transform.html
And before you ask, what Lurk means is even if you have a Transform and you call .GetComponent<T>() on that Transform (totally legal!), you are ACTUALLY searching through the GameObject that the Transform is on, NOT the Transform itself.
Unity’s component architecture