struct in UnityEngine
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Implemented in:UnityEngine.CoreModule
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Close Your name Your email Suggestion* DescriptionRepresentation of 3D vectors and points.
This structure is used throughout Unity to pass 3D positions and directions around. It also contains functions for doing common vector operations.
Besides the functions listed below, other classes can be used to manipulate vectors and points as well. For example the Quaternion and the Matrix4x4 classes are useful for rotating or transforming vectors and points.
Static Properties Property Description back Shorthand for writing Vector3(0, 0, -1). down Shorthand for writing Vector3(0, -1, 0). forward Shorthand for writing Vector3(0, 0, 1). left Shorthand for writing Vector3(-1, 0, 0). negativeInfinity Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). one Shorthand for writing Vector3(1, 1, 1). positiveInfinity Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). right Shorthand for writing Vector3(1, 0, 0). up Shorthand for writing Vector3(0, 1, 0). zero Shorthand for writing Vector3(0, 0, 0). Properties Property Description magnitude Returns the length of this vector (Read Only). normalized Returns a normalized vector based on the current vector. The normalized vector has a magnitude of 1 and is in the same direction as the current vector. Returns a zero vector If the current vector is too small to be normalized. sqrMagnitude Returns the squared length of this vector (Read Only). this[int] Access the x, y, z components using [0], [1], [2] respectively. x X component of the vector. y Y component of the vector. z Z component of the vector. Constructors Constructor Description Vector3 Creates a new three-dimensional vector or point. Public Methods Method Description Equals Returns true if the given vector is exactly equal to this vector. Set Set x, y and z components of an existing Vector3. ToString Returns a formatted string for this vector. Static Methods Method Description Angle Calculates the angle between two vectors. ClampMagnitude Returns a copy of vector with its magnitude clamped to maxLength. Cross Calculates the cross product of two three-dimensional vectors. Distance Calculates the distance between two three-dimensional points. Dot Calculates the dot product of two three-dimensional vectors defined in the same coordinate space. Lerp Linearly interpolates between two points. LerpUnclamped Linearly interpolates between two vectors. Max Returns a vector that is made from the largest components of two vectors. Min Returns a vector that is made from the smallest components of two vectors. MoveTowards Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. Normalize Makes this vector have a magnitude of 1. OrthoNormalize Makes vectors normalized and orthogonal to each other. Project Projects a vector onto another vector. ProjectOnPlane Projects a vector onto a plane. Reflect Reflects a vector off the plane defined by a normal. RotateTowards Rotates a vector current towards target. Scale Multiplies two vectors component-wise. SignedAngle Calculates the signed angle between vectors from and to in relation to axis. Slerp Spherically interpolates between two three-dimensional vectors. SlerpUnclamped Spherically interpolates between two vectors. SmoothDamp Gradually changes a vector towards a desired goal over time. Operators Operator Description operator - Subtracts one vector from another. operator != Returns true if vectors are different. operator * Multiplies a vector by a number. operator / Divides a vector by a number. operator + Adds two three-dimensional vectors with component-wise addition. operator == Returns true if two vectors are approximately equal.RetroSearch is an open source project built by @garambo | Open a GitHub Issue
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