(1) About displacement
transform.position+=new Vector3(x,y,z);//Not affected by rotation//Move according to the world coordinate axis
or
transfrom.Translate(new Vector3(x,y,z));//Affected by rotation//Move according to the object's own coordinate axis
this
(2) About rotation
transform.eulerAnglers+=new Vector(x,y,z);
or
transform.Rotator(new Vector3(x,y,z));
When setting rotations using the .eulerAngles property, it is important to understand that although X, Y, and Z rotation values are provided to describe the rotation, these values are not stored in the rotation. Instead, the X, Y, and Z values are converted to the quaternion's internal format. ——unity official
So regarding the rotation of an object, we generally use
transfrom.Rotator(new Vector3(x,y,z));
(3) About the rotation of objects
transform.RotateAround(point,axit,angleSpeed);
transform.RotateAround(new Vector(0,0,3),new Vector(0,0,1),2);
(4) Object gaze
transform.LookAt(new Vector3(x,y,z));
transform.LookAt(gameObjec.transform);//The position of the gaze target//The Z axis of itself is an arrow;