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# Mathf.Sin

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public static function Sin(f: float): float;
public static float Sin(float f);

## Parameters

 f The argument as a radian.

## Returns

float The return value between -1 and +1.

## Description

Returns the sine of angle `f` in radians.

```#pragma strict
public class PolyDrawExample extends MonoBehaviour {
public var numberOfSides: int;
public var polygonCenter: Vector2;
function Update() {
}
function DebugDrawPolygon(center: Vector2, radius: float, numSides: int) {
// The corner that is used to start the polygon (parallel to the X axis).
var startCorner: Vector2 = new Vector2(radius, 0) + polygonCenter;
// The "previous" corner point, initialised to the starting corner.
var previousCorner: Vector2 = startCorner;
// For each corner after the starting corner...
for (var i: int = 1; i < numSides; i++) {
// Calculate the angle of the corner in radians.
var cornerAngle: float = 2f * Mathf.PI / floatnumSides * i;
// Get the X and Y coordinates of the corner point.
var currentCorner: Vector2 = new Vector2(Mathf.Cos(cornerAngle) * radius, Mathf.Sin(cornerAngle) * radius) + polygonCenter;
// Draw a side of the polygon by connecting the current corner to the previous one.
Debug.DrawLine(currentCorner, previousCorner);
// Having used the current corner, it now becomes the previous corner.
previousCorner = currentCorner;
}
// Draw the final side by connecting the last corner to the starting corner.
Debug.DrawLine(startCorner, previousCorner);
}
}```
```using UnityEngine;
using System.Collections;
public class PolyDrawExample : MonoBehaviour
{
public int numberOfSides;
public Vector2 polygonCenter;
void Update()
{
}    // Draw a polygon in the XY plane with a specfied position, number of sides
void DebugDrawPolygon(Vector2 center, float radius, int numSides)
{
// The corner that is used to start the polygon (parallel to the X axis).
Vector2 startCorner = new Vector2(radius, 0) + polygonCenter;        // The "previous" corner point, initialised to the starting corner.
Vector2 previousCorner = startCorner;        // For each corner after the starting corner...
for (int i = 1; i < numSides; i++)
{
// Calculate the angle of the corner in radians.
float cornerAngle = 2f * Mathf.PI / (float)numSides * i;            // Get the X and Y coordinates of the corner point.
Vector2 currentCorner = new Vector2(Mathf.Cos(cornerAngle) * radius, Mathf.Sin(cornerAngle) * radius) + polygonCenter;            // Draw a side of the polygon by connecting the current corner to the previous one.
Debug.DrawLine(currentCorner, previousCorner);            // Having used the current corner, it now becomes the previous corner.
previousCorner = currentCorner;
}        // Draw the final side by connecting the last corner to the starting corner.
Debug.DrawLine(startCorner, previousCorner);
}
}
```