Transforms a position by this matrix (generic).
Returns a position v
transformed by the current fully arbitrary matrix.
If the matrix is a regular 3D transformation matrix, it is much faster to
use MultiplyPoint3x4 instead. MultiplyPoint
is slower, but can handle
projective transformations as well.
See Also: MultiplyPoint3x4, MultiplyVector.
// Find our current location in the camera's projection space. Vector3 pt = Camera.main.projectionMatrix.MultiplyPoint(transform.position);