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Unity Engine


InverseTransformPoints

Transforms multiple positions from world space to local space writing the transformed positions to a possibly different location.
Read time 1 minuteLast updated 4 days ago

Definition

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

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

Transforms multiple positions from world space to local space writing the transformed positions to a possibly different location.
public void InverseTransformPoints(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 the
positions
span otherwise an exception will be thrown. If this span overlaps the
positions
span other than representing the exact same elements the behaviour is undefined.

Remarks

This function is essentially the opposite of Transform.TransformPoints which is used to convert from local to world space.
Note that the returned positions are affected by scale. Use Transform.InverseTransformDirections if you are dealing with direction vectors rather than positions.

InverseTransformPoints(Span<Vector3>)

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

Parameters

positions

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

Remarks

This function is essentially the opposite of Transform.TransformPoints which is used to convert from local to world space.
Note that the returned positions are affected by scale. Use Transform.InverseTransformDirections if you are dealing with direction vectors rather than positions.