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# Transform.InverseTransformDirection

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public function InverseTransformDirection(direction: Vector3): Vector3;
public Vector3 InverseTransformDirection(Vector3 direction);

## Description

Transforms a `direction` from world space to local space. The opposite of Transform.TransformDirection.

This operation is unaffected by scale.

You should use Transform.InverseTransformPoint if the vector represents a position in space rather than a direction.

```// transform the world forward into local space:
private var relative : Vector3;
relative = transform.InverseTransformDirection(Vector3.forward);
Debug.Log(relative);
```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
private Vector3 relative;
void Example() {
relative = transform.InverseTransformDirection(Vector3.forward);
Debug.Log(relative);
}
}
```

public function InverseTransformDirection(x: float, y: float, z: float): Vector3;
public Vector3 InverseTransformDirection(float x, float y, float z);

## Description

Transforms the direction `x`, `y`, `z` from world space to local space. The opposite of Transform.TransformDirection.

This operation is unaffected by scale.

```// transform the world forward into local space:
private var relative : Vector3;
relative = transform.InverseTransformDirection(0, 0, 1);
Debug.Log(relative);
```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
private Vector3 relative;
void Example() {
relative = transform.InverseTransformDirection(0, 0, 1);
Debug.Log(relative);
}
}
```

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