<!-- Page: https://rustic-game-engine.pages.dev/docs/api/transforms/set-translation -->

# rustic.set_translation()

[Transforms](https://rustic-game-engine.pages.dev/markdown/api/transforms.md)

## Compatibility

**Supported languages:** C, C++, C#, Python, JavaScript, Lua 5.4, Luau, Java, PHP and HTML/inline JavaScript (binding spellings and return shapes differ).

Use a compatible native engine build and the language tools required by your binding. This does not establish browser/mobile export or release qualification for every OS.

The signature below is the shared reference notation; language examples show the actual binding syntax. Question marks mark optional arguments and explicit defaults are shown where recorded. Do not copy reference notation as a typed declaration.

See [Feature status and compatibility](https://rustic-game-engine.pages.dev/markdown/reference/compatibility.md) for API 1.0/1.1 and per-method restrictions. Engine release tags and Docs v0.1 are independent versions.

## Signature

`rustic.set_translation(x, y, z)`

## Setup and usage

Read before applying relative movement. Write from `Update` for presentation movement or `FixedUpdate` for simulation movement. Do not rewrite an unchanged position every frame.

## Parameters

| Variable | Type | Required | Description |
| --- | --- | --- | --- |
| `x` | finite number | Yes | Local X relative to the parent. |
| `y` | finite number | Yes | Local Y relative to the parent. |
| `z` | finite number | Yes | Local Z relative to the parent. |

## Return and timing

Get returns three numbers. Set returns no entity value. Lua applies the host write immediately; JavaScript/Web defer it until callback completion or a subsequent canonical scene-target resolution; external SDKs commit at the response or a synchronous query flush. See [execution behavior](https://rustic-game-engine.pages.dev/markdown/guides/scripting.md#when-mutations-take-effect).

## Execution behavior

Core write timing differs between immediate Lua host calls, deferred JavaScript/Web commands and external SDK query flushes. Scheduled actions advance with the scene clock; synchronous queries evaluate at the call. Follow [execution rules](https://rustic-game-engine.pages.dev/markdown/guides/scripting.md#when-mutations-take-effect) and the return/timing notes for this category.

## Language examples

Use these snippets inside Start/on_start after generating the Programming Workspace and attaching the script. Python imports rustic, Game and instance from rustic; C++ includes rustic.hpp; C includes rustic.h; C# uses using static Rustic; Java runs inside a Rustic subclass; PHP declares global $rustic, $Game, $instance in its callback. HTML uses an inline script in a ui/ asset. See [Lifecycle callbacks](https://rustic-game-engine.pages.dev/markdown/callbacks.md) for complete registration examples. Public-property examples require a declared integer health property. Scene examples require the named objects to exist before Play.

### Lua 5.4

```lua
local x, y, z = rustic.get_translation()
rustic.set_translation(x + 1, y, z)
```

### JavaScript

```javascript
const [x, y, z] = rustic.get_translation();
rustic.set_translation(x + 1, y, z);
```

### Python

```python
x, y, z = rustic.get_translation()
rustic.set_translation(x + 1, y, z)
```

### C++

```cpp
auto pos = rustic.get_translation();
rustic.set_translation(pos.x + 1.0, pos.y, pos.z);
```

### C#

```csharp
double[] pos = rustic.get_translation();
rustic.set_translation(pos[0] + 1, pos[1], pos[2]);
```

### Luau

```lua
local x,y,z = rustic.get_translation()
rustic.set_translation(x+1,y,z)
```

### C

```c
RusticVector3 p = rustic.get_translation();
rustic.set_translation(p.x+1,p.y,p.z);
```

### Java

```java
double[] p = rustic.get_translation();
rustic.set_translation(p[0]+1,p[1],p[2]);
```

### PHP

```php
[$x,$y,$z] = $rustic->get_translation();
$rustic->set_translation($x+1,$y,$z);
```

### HTML / inline JS

```javascript
const [x, y, z] = rustic.get_translation();
rustic.set_translation(x + 1, y, z);
```

## Shared Transforms constraints

- NaN and infinity are rejected.
- Every gameplay language calls the engine-owned API. Rustic supplies SDKs and dispatches callbacks; scripts do not parse requests or serialize responses. See the language guide for complete setup and callback registration.

## Errors and debugging

Read the constraints above and the Console diagnostic. Invalid types, non-finite values, stale targets or unavailable native services can fail validation. A failed callback disables the behavior; a failed source reload keeps the last good instance. Exact error messages depend on the language adapter. See [Troubleshooting](https://rustic-game-engine.pages.dev/markdown/troubleshooting.md).

## Related APIs

- [rustic.get_translation()](https://rustic-game-engine.pages.dev/markdown/api/transforms/get-translation.md)

[All transforms APIs](https://rustic-game-engine.pages.dev/markdown/api/transforms.md)
