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Unity - Scripting API: Transform.InverseTransformDirection
Version: Unity 6.5 (6000.5)
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    Transform.InverseTransformDirection

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    Declaration

    public Vector3 InverseTransformDirection(Vector3 direction);

    Description

    Transforms a direction from world space to local space. The opposite of Transform.TransformDirection.

    This operation is not affected by scale or position of the transform. The transformed vector has the same length as the original.

    If you need the inverse operation to transform from local space to world space you can use Transform.TransformDirection

    You should use Transform.InverseTransformPoint if the vector represents a position in space rather than a direction.

    If you need to transform many directions at once consider using Transform.InverseTransformDirections instead as it is much faster than repeatedly calling this function.

    using UnityEngine;

    public class Example : MonoBehaviour { void Start() { // transform the world forward into local space: Vector3 relative; relative = transform.InverseTransformDirection(Vector3.forward); Debug.Log(relative); } }

    Declaration

    public Vector3 InverseTransformDirection(float x, float y, float z);

    Description

    Transforms the direction x, y, z from world space to local space. The opposite of Transform.TransformDirection.

    This operation is not affected by scale or position of the transform. The transformed vector has the same length as the original.

    If you need the inverse operation to transform from local space to world space you can use Transform.TransformDirection

    You should use Transform.InverseTransformPoint if the vector represents a position in space rather than a direction.

    If you need to transform many directions at once consider using Transform.InverseTransformDirections instead as it is much faster than repeatedly calling this function.

    using UnityEngine;

    public class Example : MonoBehaviour { void Start() { // transform the world forward into local space: Vector3 relative; relative = transform.InverseTransformDirection(Vector3.forward); Debug.Log(relative); } }

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