Version: 2020.1
LanguageEnglish
  • C#

Vector3.ProjectOnPlane

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);

Parameters

planeNormal The direction from the vector towards the plane.
vector The location of the vector above the plane.

Returns

Vector3 The location of the vector on the plane.

Description

Projects a vector onto a plane defined by a normal orthogonal to the plane.

A Vector3 stores the position of the given vector in 3d space. A second Vector3 is given by planeNormal and defines a direction from a plane towards vector that passes through the origin. Vector3.ProjectOnPlane uses the two Vector3 values to generate the position of vector in the planeNormal direction, and return the location of the Vector3 on the plane.


The vector starts at the red circle and ends at the black circle representing the plane normal.

The script example below makes Update generate a vector position, and a planeNormal normal. The Vector3.ProjectOnPlane static method receives the arguments and returns the Vector3 position.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Vector3.ProjectOnPlane - example

// Generate a random plane in xy. Show the position of a random // vector and a connection to the plane. The example shows nothing // in the Game view but uses Update(). The script reference example // uses Gizmos to show the positions and axes in the Scene.

public class Example : MonoBehaviour { private Vector3 vector, planeNormal; private Vector3 response; private float radians; private float degrees; private float timer = 12345.0f;

// Generate the values for all the examples. // Change the example every two seconds. void Update() { if (timer > 2.0f) { // Generate a position inside xy space. vector = new Vector3(Random.Range(-1.0f, 1.0f), Random.Range(-1.0f, 1.0f), 0.0f);

// Compute a normal from the plane through the origin. degrees = Random.Range(-45.0f, 45.0f); radians = degrees * Mathf.Deg2Rad; planeNormal = new Vector3(Mathf.Cos(radians), Mathf.Sin(radians), 0.0f);

// Obtain the ProjectOnPlane result. response = Vector3.ProjectOnPlane(vector, planeNormal);

// Reset the timer. timer = 0.0f; } timer += Time.deltaTime; }

// Show a Scene view example. void OnDrawGizmosSelected() { // Left/right and up/down axes. Gizmos.color = Color.white; Gizmos.DrawLine(transform.position - new Vector3(2.25f, 0, 0), transform.position + new Vector3(2.25f, 0, 0)); Gizmos.DrawLine(transform.position - new Vector3(0, 1.75f, 0), transform.position + new Vector3(0, 1.75f, 0));

// Display the plane. Gizmos.color = Color.green; Vector3 angle = new Vector3(-1.75f * Mathf.Sin(radians), 1.75f * Mathf.Cos(radians), 0.0f); Gizmos.DrawLine(transform.position - angle, transform.position + angle);

// Show a connection between vector and response. Gizmos.color = Color.yellow; Gizmos.DrawLine(vector, response);

// Now show the input position. Gizmos.color = Color.red; Gizmos.DrawSphere(vector, 0.05f);

// And finally the resulting position. Gizmos.color = Color.black; Gizmos.DrawSphere(response, 0.05f); } }

Did you find this page useful? Please give it a rating: