Version: 2019.3
LanguageEnglish
  • C#

Matrix4x4

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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.

In Unity, several Transform, Camera, Material, Graphics and GL functions use Matrix4x4.

Matrices in Unity are column major; i.e. the position of a transformation matrix is in the last column, and the first three columns contain x, y, and z-axes. Data is accessed as: row + (column*4). Matrices can be indexed like 2D arrays but note that in an expression like mat[a, b], a refers to the row index, while b refers to the column index.

using UnityEngine;

public class ExampleScript : MonoBehaviour { void Start() { // get matrix from the Transform var matrix = transform.localToWorldMatrix; // get position from the last column var position = new Vector3(matrix[0,3], matrix[1,3], matrix[2,3]); Debug.Log("Transform position from matrix is: " + position); } }

Static Properties

identityReturns the identity matrix (Read Only).
zeroReturns a matrix with all elements set to zero (Read Only).

Properties

decomposeProjectionThis property takes a projection matrix and returns the six plane coordinates that define a projection frustum.
determinantThe determinant of the matrix. (Read Only)
inverseThe inverse of this matrix. (Read Only)
isIdentityChecks whether this is an identity matrix. (Read Only)
lossyScaleAttempts to get a scale value from the matrix. (Read Only)
rotationAttempts to get a rotation quaternion from this matrix.
this[int,int]Access element at [row, column].
transposeReturns the transpose of this matrix (Read Only).

Public Methods

GetColumnGet a column of the matrix.
GetRowReturns a row of the matrix.
MultiplyPointTransforms a position by this matrix (generic).
MultiplyPoint3x4Transforms a position by this matrix (fast).
MultiplyVectorTransforms a direction by this matrix.
SetColumnSets a column of the matrix.
SetRowSets a row of the matrix.
SetTRSSets this matrix to a translation, rotation and scaling matrix.
ToStringReturns a nicely formatted string for this matrix.
TransformPlaneReturns a plane that is transformed in space.
ValidTRSChecks if this matrix is a valid transform matrix.

Static Methods

FrustumThis function returns a projection matrix with viewing frustum that has a near plane defined by the coordinates that were passed in.
Inverse3DAffineComputes the inverse of a 3D affine matrix.
LookAtCreate a "look at" matrix.
OrthoCreate an orthogonal projection matrix.
PerspectiveCreate a perspective projection matrix.
RotateCreates a rotation matrix.
ScaleCreates a scaling matrix.
TranslateCreates a translation matrix.
TRSCreates a translation, rotation and scaling matrix.

Operators

operator *Multiplies two matrices.

Did you find this page useful? Please give it a rating: