# ToPositionAndNormal(out Vector2, out Vector2)

> Decompose the plane into a point lying on the plane and the plane's normal direction. The returned position is the foot of the perpendicular from the world origin to the plane, computed as normal * offset. This is the unique closest-to-origin point on the plane; any other point on the plane would describe the same plane equation but be non-deterministic. Useful for feeding a plane into APIs that take a (position, normal) pair such as _surfacePosition and _surfaceNormal.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.6/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

## ToPositionAndNormal(Vector2, Vector2)

```csharp
public readonly void ToPositionAndNormal(out Vector2 position, out Vector2 normal)
```

### Parameters

**** (\[Vector2]\(/engine/6000.6/script-reference/unityengine/vector2)): A point lying on the plane (the foot of the perpendicular from the origin).**** (\[Vector2]\(/engine/6000.6/script-reference/unityengine/vector2)): The plane's outward normal, as stored.
