The Transform Tab allows you to fine tune the position, rotation, scale, order and the flip. You will also have the ability to change the scale and rotation from the canvas.
You can manually set the position of the object. These values are based off the object's anchor point (default is the centre of your object).
The position values are set in "world" coordinates, this means the position of the object is at a specific location on the canvas. The origin of the world coordinates (X:0, Y:0) starts at the bottom left corner of the default screen position. If you move your screen position the origin doesn't change, and will be visible on the grid as intersecting blue lines.
The lock icon will lock your object's position in the canvas. This will stop you from moving it, or entering values in the position fields. Note, this doesn't stop your object from moving when your project is running. Any "Move" behaviors will continue to transform your object's position.
Tapping the percent symbol will enable a normalized position. This means you can position objects in your scene based on a percentage of the screen. This is extremely useful when dealing with multiple devices and aspect ratios.
For example, if you make your object placed at X: 50% and Y:50%, then your object will remain in the center of the screen no matter what the size of your target device is.
Here you can fine tune the scale of the object. The scale is measured in percentages, where 100% is the default scale. Scaling is based off the objects anchor point, moving the objects anchor point can result in different scaling behavior.
The lock icon will hide the transform gizmos. This will stop you from scaling the object with your finger, or entering values in the scale fields. Note, this doesn't stop your object from scaling when your project is running. Any "scale" behaviors will continue to transform your object's scale.
The link icon allows you to uniformly scale your object.
Here you can change the rotation of the object in degrees. The coordinates are 0 degrees on top, 90 to the right, 180 on the bottom, and 270 to the left. Remember that the object will rotate around the anchor point.
The lock icon will hide the transform gizmos. This will stop you from rotating the object with your finger, or entering values in the rotation field. Note, this doesn't stop your object from rotating when your project is running. Any "rotate" behaviors will continue to transform your object's rotation.
The Anchor Point
The Anchor Point represents the centre of the object, and is the basis of all transformations. By default, the anchor point is placed at the centre of the graphic. If you move the Anchor Point, the transformation changes to reflect that.
The anchor point is locked by default. Tap the lock icon to enable the anchor point and you can move it around on the canvas or manually through the fields in the transform tab. The anchor point location is set as a percentage. The default (Centre) of an object is X: 50% and Y: 50%.
Tap the target icon to reset the anchor point back to the middle of your object.
Z Order is similar to layers in that the appearance of the object are stacked. However, Z Order allows you to change which object appears in front on a specific layer. You can learn more about Z Orders in the Layers help article.
Send to Back: The Send to back button will set the Z Order to the lowest possible index so the object appears behind anything else on the layer.
Bring to Front: The Bring to Front button will set the Z Order to the highest possible index so the object appears in front of any thing else on the layer.
You can flip an object vertically or horizontally by flipping the X or Y toggles. Flipping your object also flips the collision shape for the object.
When you tap the flip icon, hyperPad inverts your scale. This means 100% scale becomes -100%.
If you want to flip the object using behaviors, you must use the "Scale To" behavior, and invert the scale. For example, if your flipped object is at -35% scale, use "Scale to" and set it to just 35%.
You can also flip an objects graphic only by using the Flip Graphic behavior. This will only flip the appearance of the object, and not the collision shape.