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Close Your name Your email Suggestion*The Gizmos.matrix stores the position, rotation and scale of the Gizmos. By default, Gizmos always uses world coordinates. The default Gizmos.matrix transforms the world coordinates using a default identity matrix. Transform.localToWorldMatrix changes local coordinate space to world space.
GameObjects often use local coordinates. Gizmos.matrix changes these local coordinates into world coordinates to allow Gizmos to use them. For example, a rotating object uses local coordinates. A transfer into world coordinates happens using Gizmos.matrix. To visualise the object, use Gizmos.DrawCube. See below.
To use the example to draw a red, semi-transparent, cube gizmo:
Play
button.
Scene
button. The gizmo should appear.
Play
mode and be seen rotating in Scene
view.
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