A lot of moving around, placing and aiming can be done if you know simple vector math, rules for rotations/quaternions and can use some of the built-ins. Each problem is different -- this is hopefully enough theory that you can figure out most things, or understand someone else's vector/rotation code well enough to modify it.

This assumes you have a very basic knowledge of coding and know simple Unity3D navigation. Each section is only a few pages long.

Vectors and Rotations The whole thing as a pdf. 1/4th Meg. The links in the table of contents work.

Links to each chapter as htmls

Contents

0 Intro

0.1 Review of the basics

0.2 Slightly less basic

1 Vectors and offsets

1.1 Points and Offsets

1.2 transform.position + offset

1.3 Math review

2 Local and Global coordinates

2.1 Local/global translate tools

2.2 Using your local axis in code

2.3 Other Unity commands and local coords

2.4 Childing, localPosition

2.5 Looking at the numbers

2.6 Errors

2.7 Longer space-fighter example

2.8 Intro to local space theory

3 Direction & Length

3.1 Magnitude/distance

3.2 Normalized direction + length

3.3 Looking at the numbers

4 Rotations

4.1 Quaternions

4.2 Ways to make a rotation

4.3 eulerAngles and round trips

4.4 Details and math

5 Combining rotations

5.1 Rotating an arrow

5.2 Combining rotations

5.3 Misc rotation combinations

6 Moving

6.1 Speed per second

6.2 MoveTowards

6.3 Gradually rotating

6.4 Misc, summary

7 Misc Math

7.1 Trig you should almost never use

8 Using local space

8.1 Local to global math

8.2 Bringing into local

8.3 Round trip local space

8.4 Local Space Theory

8.5 Misc

8.6 Built-in shortcuts

8.7 Summary, notes

9 Misc examples

9.1 Controlling your y-spin

9.2 Getting your y-spin

9.3 Align with ground

9.4 Orbit camera

9.5 Changing length of arrows

9.6 Drawing a line between

9.7 Connect two blocks

0 Intro

0.1 Review of the basics

0.2 Slightly less basic

1 Vectors and offsets

1.1 Points and Offsets

1.2 transform.position + offset

1.3 Math review

2 Local and Global coordinates

2.1 Local/global translate tools

2.2 Using your local axis in code

2.3 Other Unity commands and local coords

2.4 Childing, localPosition

2.5 Looking at the numbers

2.6 Errors

2.7 Longer space-fighter example

2.8 Intro to local space theory

3 Direction & Length

3.1 Magnitude/distance

3.2 Normalized direction + length

3.3 Looking at the numbers

4 Rotations

4.1 Quaternions

4.2 Ways to make a rotation

4.3 eulerAngles and round trips

4.4 Details and math

5 Combining rotations

5.1 Rotating an arrow

5.2 Combining rotations

5.3 Misc rotation combinations

6 Moving

6.1 Speed per second

6.2 MoveTowards

6.3 Gradually rotating

6.4 Misc, summary

7 Misc Math

7.1 Trig you should almost never use

8 Using local space

8.1 Local to global math

8.2 Bringing into local

8.3 Round trip local space

8.4 Local Space Theory

8.5 Misc

8.6 Built-in shortcuts

8.7 Summary, notes

9 Misc examples

9.1 Controlling your y-spin

9.2 Getting your y-spin

9.3 Align with ground

9.4 Orbit camera

9.5 Changing length of arrows

9.6 Drawing a line between

9.7 Connect two blocks

Comments. There's also a post in the Unity Teaching&Learning Forum.

Jan 10, 2017: in Rotation chapter; rewrite the Quaternion sections , fixes and small grammar changes elsewhere.

Nov, 2018: re-edit entire thing. Redo first rotation chapter; added connect-cubes to misc examples. Added entire-pdf-with-TOC and html chapters (htlatex can do that. Who knew? Well, everyone except me.)

Aug 2019: Another re-edit of entire thing, mostly the same examples.