Representation of four-dimensional vectors.

This structure is used in some places to represent four component vectors (e.g. mesh tangents, parameters for shaders). In the majority of other cases a Vector3 is used.

one | Shorthand for writing Vector4(1,1,1,1). |

zero | Shorthand for writing Vector4(0,0,0,0). |

magnitude | Returns the length of this vector (Read Only). |

normalized | Returns this vector with a magnitude of 1 (Read Only). |

sqrMagnitude | Returns the squared length of this vector (Read Only). |

this[int] | Access the x, y, z, w components using [0], [1], [2], [3] respectively. |

w | W component of the vector. |

x | X component of the vector. |

y | Y component of the vector. |

z | Z component of the vector. |

Vector4 | Creates a new vector with given x, y, z, w components. |

Equals | Returns true if the given vector is exactly equal to this vector. |

Set | Set x, y, z and w components of an existing Vector4. |

ToString | Returns a nicely formatted string for this vector. |

Distance | Returns the distance between a and b. |

Dot | Dot Product of two vectors. |

Lerp | Linearly interpolates between two vectors. |

LerpUnclamped | Linearly interpolates between two vectors. |

Max | Returns a vector that is made from the largest components of two vectors. |

Min | Returns a vector that is made from the smallest components of two vectors. |

MoveTowards | Moves a point current towards target. |

Normalize | |

Project | Projects a vector onto another vector. |

Scale | Multiplies two vectors component-wise. |

operator - | Subtracts one vector from another. |

operator * | Multiplies a vector by a number. |

operator / | Divides a vector by a number. |

operator + | Adds two vectors. |

operator == | Returns true if two vectors are approximately equal. |

Vector2 | Converts a Vector4 to a Vector2. |

Vector3 | Converts a Vector4 to a Vector3. |

Vector4 | Converts a Vector3 to a Vector4. |

Vector4 | Converts a Vector2 to a Vector4. |