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# Matrix4x4.inverse

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public Matrix4x4 inverse;

## Description

The inverse of this matrix (Read Only).

Inverted matrix is such that if multiplied by the original would result in identity matrix.

If some matrix transforms vectors in a particular way, then the inverse matrix can transform them back. For example, Transform's worldToLocalMatrix and localToWorldMatrix are inverses of each other.

```using UnityEngine;public class ExampleScript : MonoBehaviour
{
// Stretch a mesh at an arbitrary angle around the X axis.    // Angle and amount of stretching.
float rotAngle;
float stretch;
private MeshFilter mf;
private Vector3[] origVerts;
private Vector3[] newVerts;
void Start()
{
// Get the Mesh Filter component, save its original vertices
// and make a new vertex array for processing.
mf = GetComponent< MeshFilter > ();
origVerts = mf.mesh.vertices;
newVerts = new Vector3[origVerts.Length];
}
void Update()
{
// Create a rotation matrix from a Quaternion.
Quaternion rot = Quaternion.Euler(rotAngle, 0, 0);
Matrix4x4 m = Matrix4x4.TRS(Vector3.zero, rot, Vector3.one);        // Get the inverse of the matrix (ie, to undo the rotation).
Matrix4x4 inv = m.inverse;        // For each vertex...
for (var i = 0; i < origVerts.Length; i++)
{
// Rotate the vertex and scale it along its new Y axis.
Vector3 pt = m.MultiplyPoint3x4(origVerts[i]);
pt.y *= stretch;            // Return the vertex to its original rotation (but with the
// scaling still applied).
newVerts[i] = inv.MultiplyPoint3x4(pt);
}        // Copy the transformed vertices back to the mesh.
mf.mesh.vertices = newVerts;
}
}
```