Matrix4x4 Struct

A standard 4x4 transformation matrix.

A transformation matrix can perform arbitrary linear 3D transformations (i.e. translation, rotation, scale, shear etc.) and perspective transformations using homogenous coordinates. You rarely use matrices in scripts; most often using Vector3s, Quaternions and functionality of Transform class is more straightforward. Plain matrices are used in special cases like setting up nonstandard camera projection.

Consult any graphics textbook for in depth explanation of transformation matrices.

In Unity, Matrix4x4 is used by several Transform, Camera, Material and GL functions.

Matrices in unity are column major. Data is accessed as: row + (column*4)

Variables
this [int row, int column]

Access element at [row, column].

this [int index]

Access element at sequential index (0..15 inclusive).

inverse

The inverse of this matrix (Read Only).

transpose

Returns the transpose of this matrix (Read Only).

isIdentity

Is this the identity matrix?

Functions
GetColumn

Get a column of the matrix.

GetRow

Returns a row of the matrix.

SetColumn

Sets a column of the matrix.

SetRow

Sets a row of the matrix.

MultiplyPoint

Transforms a position by this matrix (generic).

MultiplyPoint3x4

Transforms a position by this matrix (fast).

MultiplyVector

Transforms a direction by this matrix.

SetTRS

Sets this matrix to a translation, rotation and scaling matrix.

ToString

Returns a nicely formatted string for this matrix.

Class Variables
zero

Returns a matrix with all elements set to zero (Read Only).

identity

Returns the identity matrix (Read Only).

Class Functions
operator *

Multiplies two matrices.

Scale

Creates a scaling matrix.

TRS

Creates a translation, rotation and scaling matrix.

Ortho

Creates an orthogonal projection matrix.

Perspective

Creates a perspective projection matrix.