Rigidbody2D.localToWorldMatrix

public Matrix4x4 localToWorldMatrix;

Description

The transformation matrix used to transform the Rigidbody2D to world space.

The transformation matrix is calculated as the combination of the Rigidbody2D.position and the Rigidbody2D.rotation.

Additional resources: Collider2D.localToWorldMatrix and Matrix4x4.


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