Legacy Documentation: Version 4.5.0

Script language:

  • JS
  • C#
  • Boo
Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Transform.InverseTransformPoint

Switch to Manual
InverseTransformPoint(position: Vector3): Vector3;
Vector3 InverseTransformPoint(Vector3 position);
def InverseTransformPoint(position as Vector3) as Vector3

Description

Transforms position from world space to local space. The opposite of Transform.TransformPoint.

Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.

	// Calculate the transform's position relative to the camera.

var cam = Camera.main.transform; var cameraRelative = cam.InverseTransformPoint(transform.position); if (cameraRelative.z > 0) print ("The object is in front of the camera"); else print ("The object is behind the camera");

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform cam = Camera.main.transform;
    public Vector3 cameraRelative = cam.InverseTransformPoint(transform.position);
    void Example() {
        if (cameraRelative.z > 0)
            print("The object is in front of the camera");
        else
            print("The object is behind the camera");
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public cam as Transform = Camera.main.transform

	public cameraRelative as Vector3 = cam.InverseTransformPoint(transform.position)

	def Example() as void:
		if cameraRelative.z > 0:
			print('The object is in front of the camera')
		else:
			print('The object is behind the camera')

InverseTransformPoint(x: float, y: float, z: float): Vector3;
Vector3 InverseTransformPoint(float x, float y, float z);
def InverseTransformPoint(x as float, y as float, z as float) as Vector3

Description

Transforms the position x, y, z from world space to local space. The opposite of Transform.TransformPoint.

Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with directions.

	// Calculate the world origin relative to this transform.

relativePoint = transform.InverseTransformPoint(0, 0, 0); if (relativePoint.z > 0) print ("The world origin is in front of this object"); else print ("The world origin is behind of this object");

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Example() {
        relativePoint = transform.InverseTransformPoint(0, 0, 0);
        if (relativePoint.z > 0)
            print("The world origin is in front of this object");
        else
            print("The world origin is behind of this object");
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		relativePoint = transform.InverseTransformPoint(0, 0, 0)
		if relativePoint.z > 0:
			print('The world origin is in front of this object')
		else:
			print('The world origin is behind of this object')