Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


TransformPoints

Transforms multiple points from local space to world space writing the transformed points to a possibly different location.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

TransformPoints(ReadOnlySpan<Vector3>, Span<Vector3>)

Transforms multiple points from local space to world space writing the transformed points to a possibly different location.
public void TransformPoints(ReadOnlySpan<Vector3> positions, Span<Vector3> transformedPositions)

Parameters

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.

Remarks

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); } }}

TransformPoints(Span<Vector3>)

Transforms multiple points from local space to world space overwriting each original point with the transformed version.
public void TransformPoints(Span<Vector3> positions)

Parameters

positions

The positions of the points to be transformed, each is replaced by the transformed version.

Remarks

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); } }}