Version: 2017.3


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public Vector3 MultiplyPoint3x4 (Vector3 point);


Transforms a position by this matrix (fast).

Returns a position v transformed by the current transformation matrix. This function is a faster version of MultiplyPoint; but it can only handle regular 3D transformations. MultiplyPoint is slower, but can handle projective transformations as well.

See Also: MultiplyPoint, MultiplyVector.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public float rotAngle; public float stretch; private MeshFilter mf; private Vector3[] origVerts; private Vector3[] newVerts; void Start() { mf = GetComponent<MeshFilter>(); origVerts = mf.mesh.vertices; newVerts = new Vector3[origVerts.Length]; } void Update() { Quaternion rot = Quaternion.Euler(rotAngle, 0, 0); Matrix4x4 m = Matrix4x4.TRS(, rot,; Matrix4x4 inv = m.inverse; int i = 0; while (i < origVerts.Length) { Vector3 pt = m.MultiplyPoint3x4(origVerts[i]); pt.y *= stretch; newVerts[i] = inv.MultiplyPoint3x4(pt); i++; } mf.mesh.vertices = newVerts; } }