Version: 2022.3
LanguageEnglish
• C#

# Matrix4x4.TRS

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## Declaration

public static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s);

### Description

Creates a translation, rotation and scaling matrix.

The returned matrix is such that it places objects at position `pos`, oriented in rotation `q` and scaled by `s`.

```using UnityEngine;public class ExampleScript : MonoBehaviour
{
// Translate, rotate and scale a mesh. Try altering
// the parameters in the inspector while running
// to see the effect they have.    public Vector3 translation;
public Vector3 eulerAngles;
public Vector3 scale = new Vector3(1, 1, 1);
MeshFilter mf;
Vector3[] origVerts;
Vector3[] newVerts;
void Start()
{
// Get the Mesh Filter component, save its original vertices
// and make a new vertex array for processing.
mf = GetComponent<MeshFilter> ();
origVerts = mf.mesh.vertices;
newVerts = new Vector3[origVerts.Length];
}
void Update()
{
// Set a Quaternion from the specified Euler angles.
Quaternion rotation = Quaternion.Euler(eulerAngles.x, eulerAngles.y, eulerAngles.z);        // Set the translation, rotation and scale parameters.
Matrix4x4 m = Matrix4x4.TRS(translation, rotation, scale);        // For each vertex...
for (int i = 0; i < origVerts.Length; i++)
{
// Apply the matrix to the vertex.
newVerts[i] = m.MultiplyPoint3x4(origVerts[i]);
}        // Copy the transformed vertices back to the mesh.
mf.mesh.vertices = newVerts;
}
}
```