positions | The positions of the points to be transformed, each is replaced by the transformed version. |
Transforms multiple points from local space to world space overwriting each original point with the transformed version.
Note that the positions of the returned points are affected by scale. Use Transform.TransformDirections if you are dealing with direction vectors.
You can perform the opposite conversion, from world to local space using Transform.InverseTransformPoints.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public GameObject someObject;
const int kNumPoints = 100;
void Start() { // Instantiate 100 objects to the right of the current object Vector3[] points = new Vector3[kNumPoints]; for (int pointNum = 0; pointNum < kNumPoints; pointNum++) { points[pointNum] = Vector3.right * pointNum; } transform.TransformPoints(points); for (int pointNum = 0; pointNum < kNumPoints; pointNum++) { Instantiate(someObject, points[pointNum], someObject.transform.rotation); } } }
See Also:Transform.TransformPoint, Transform.InverseTransformPoints, Transform.TransformDirections, Transform.TransformVectors.
positions | The positions of the points to be transformed, these vectors are not modified by the function unless the transformedPositions span overlaps. |
transformedPositions | Receives the transformed positions of each point, must be the same length as positions otherwise an exception will be thrown. If this span overlaps positions other than representing the exact same elements the behaviour is undefined. |
Transforms multiple points from local space to world space writing the transformed points to a possibly different location.
Note that the positions of the returned points are affected by scale. Use Transform.TransformDirections if you are dealing with directions.
You can perform the opposite conversion, from world to local space using Transform.InverseTransformPoints.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public GameObject someObject;
const int kNumPoints = 100;
void Start() { // Instantiate 100 objects to the right of the current object Vector3[] points = new Vector3[kNumPoints]; for (int pointNum = 0; pointNum < kNumPoints; pointNum++) { points[pointNum] = Vector3.right * pointNum; } Vector3[] transformedPoints = new Vector3[kNumPoints]; transform.TransformPoints(points, transformedPoints); for (int pointNum = 0; pointNum < kNumPoints; pointNum++) { Instantiate(someObject, transformedPoints[pointNum], someObject.transform.rotation); } } }
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