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Transform.InverseTransformPoint

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public function InverseTransformPoint(position: Vector3): Vector3;
public Vector3 InverseTransformPoint(Vector3 position);

Description

Transforms position from world space to local space.

This function is essentially the opposite of Transform.TransformPoint, which is used to convert from local to world space.

Note that the returned position is affected by scale. Use Transform.InverseTransformDirection if you are dealing with direction vectors rather than positions.

#pragma strict
// Calculate the transform's position relative to the camera.
public var cam: Transform;
public var cameraRelative: Vector3;
function Start() {
	cam = Camera.main.transform;
	var cameraRelative: Vector3 = 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");
}
// Calculate the transform's position relative to the camera.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform cam; public Vector3 cameraRelative;

void Start() { cam = Camera.main.transform; Vector3 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"); } }

public function InverseTransformPoint(x: float, y: float, z: float): Vector3;
public Vector3 InverseTransformPoint(float x, float y, float z);

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.

#pragma strict
// Calculate the world origin relative to this transform.
function Start() {
	var relativePoint: Vector3 = 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");
}
// Calculate the world origin relative to this transform.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Vector3 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"); } }