Representation of 3D vectors and points.
This structure is used throughout Unity to pass 3D positions and directions around.
It also contains functions for doing common vector operations.
Besides the functions listed below, other classes can be used to manipulate vectors and points as well.
For example the Quaternion and the Matrix4x4 classes are useful for rotating or transforming vectors and points.
back | Shorthand for writing Vector3(0, 0, -1). |
down | Shorthand for writing Vector3(0, -1, 0). |
forward | Shorthand for writing Vector3(0, 0, 1). |
left | Shorthand for writing Vector3(-1, 0, 0). |
negativeInfinity | Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). |
one | Shorthand for writing Vector3(1, 1, 1). |
positiveInfinity | Shorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity). |
right | Shorthand for writing Vector3(1, 0, 0). |
up | Shorthand for writing Vector3(0, 1, 0). |
zero | Shorthand for writing Vector3(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 components using [0], [1], [2] respectively. |
x | X component of the vector. |
y | Y component of the vector. |
z | Z component of the vector. |
Vector3 | Creates a new vector with given x, y, z components. |
Equals | Returns true if the given vector is exactly equal to this vector. |
Set | Set x, y and z components of an existing Vector3. |
ToString | Returns a formatted string for this vector. |
Angle | Calculates the angle between vectors from and. |
ClampMagnitude | Returns a copy of vector with its magnitude clamped to maxLength. |
Cross | Cross Product of two vectors. |
Distance | Returns the distance between a and b. |
Dot | Dot Product of two vectors. |
Lerp | Linearly interpolates between two points. |
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 | Calculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta. |
Normalize | Makes this vector have a magnitude of 1. |
OrthoNormalize | Makes vectors normalized and orthogonal to each other. |
Project | Projects a vector onto another vector. |
ProjectOnPlane | Projects a vector onto a plane defined by a normal orthogonal to the plane. |
Reflect | Reflects a vector off the plane defined by a normal. |
RotateTowards | Rotates a vector current towards target. |
Scale | Multiplies two vectors component-wise. |
SignedAngle | Calculates the signed angle between vectors from and to in relation to axis. |
Slerp | Spherically interpolates between two vectors. |
SlerpUnclamped | Spherically interpolates between two vectors. |
SmoothDamp | Gradually changes a vector towards a desired goal over time. |
operator - | Subtracts one vector from another. |
operator != | Returns true if vectors are different. |
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. |
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