Version: 2021.1
LanguageEnglish
  • C#

Vector3

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

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.

Static Properties

backShorthand for writing Vector3(0, 0, -1).
downShorthand for writing Vector3(0, -1, 0).
forwardShorthand for writing Vector3(0, 0, 1).
leftShorthand for writing Vector3(-1, 0, 0).
negativeInfinityShorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity).
oneShorthand for writing Vector3(1, 1, 1).
positiveInfinityShorthand for writing Vector3(float.PositiveInfinity, float.PositiveInfinity, float.PositiveInfinity).
rightShorthand for writing Vector3(1, 0, 0).
upShorthand for writing Vector3(0, 1, 0).
zeroShorthand for writing Vector3(0, 0, 0).

Properties

magnitudeReturns the length of this vector (Read Only).
normalizedReturns this vector with a magnitude of 1 (Read Only).
sqrMagnitudeReturns the squared length of this vector (Read Only).
this[int]Access the x, y, z components using [0], [1], [2] respectively.
xX component of the vector.
yY component of the vector.
zZ component of the vector.

Constructors

Vector3Creates a new vector with given x, y, z components.

Public Methods

EqualsReturns true if the given vector is exactly equal to this vector.
SetSet x, y and z components of an existing Vector3.
ToStringReturns a formatted string for this vector.

Static Methods

AngleCalculates the angle between vectors from and.
ClampMagnitudeReturns a copy of vector with its magnitude clamped to maxLength.
CrossCross Product of two vectors.
DistanceReturns the distance between a and b.
DotDot Product of two vectors.
LerpLinearly interpolates between two points.
LerpUnclampedLinearly interpolates between two vectors.
MaxReturns a vector that is made from the largest components of two vectors.
MinReturns a vector that is made from the smallest components of two vectors.
MoveTowardsCalculate a position between the points specified by current and target, moving no farther than the distance specified by maxDistanceDelta.
NormalizeMakes this vector have a magnitude of 1.
OrthoNormalizeMakes vectors normalized and orthogonal to each other.
ProjectProjects a vector onto another vector.
ProjectOnPlaneProjects a vector onto a plane defined by a normal orthogonal to the plane.
ReflectReflects a vector off the plane defined by a normal.
RotateTowardsRotates a vector current towards target.
ScaleMultiplies two vectors component-wise.
SignedAngleCalculates the signed angle between vectors from and to in relation to axis.
SlerpSpherically interpolates between two vectors.
SlerpUnclampedSpherically interpolates between two vectors.
SmoothDampGradually changes a vector towards a desired goal over time.

Operators

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.