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var sqrMagnitude: float;

public float sqrMagnitude;

## Description

Returns the squared length of this vector (Read Only).

The magnitude of a vector `v`

is calculated as Mathf.Sqrt(Vector3.Dot(v, v)). However, the
Sqrt calculation is quite complicated and takes longer to execute than the normal arithmetic
operations.
Calculating the squared magnitude instead of using the magnitude property is much faster -
the calculation is basically the same only without the slow Sqrt call. If you are using
magnitudes simply to compare distances, then you can just as well compare squared magnitudes against
the squares of distances since the comparison will give the same result.

See Also: magnitude.

#pragma strict
public var other: Transform;
public var closeDistance: float = 5.0f;
function Update() {
if (other) {
var offset: Vector3 = other.position - transform.position;
var sqrLen: float = offset.sqrMagnitude;
// square the distance we compare with
if (sqrLen < closeDistance * closeDistance) {
print("The other transform is close to me!");
}
}
}

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
// detects when the other transform is closer than closeDistance
// this is faster than using Vector3.magnitude
public Transform other;
public float closeDistance = 5.0f;

void Update()
{
if (other)
{
Vector3 offset = other.position - transform.position;
float sqrLen = offset.sqrMagnitude;

// square the distance we compare with
if (sqrLen < closeDistance * closeDistance)
{
print("The other transform is close to me!");
}
}
}
}