Unity - Scripting API: Transform.TransformPoints
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Declaration
public void TransformPoints(Span<Vector3> positions);
Parameters
| Parameter | Description |
|---|---|
| positions | The positions of the points to be transformed, each is replaced by the transformed version. |
Description
Transforms multiple points from local space to world space overwriting each original point with the transformed version.
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); } } }
Declaration
public void TransformPoints(ReadOnlySpan<Vector3> positions, Span<Vector3> transformedPositions);
Parameters
| Parameter | Description |
|---|---|
| positions | 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. |
Description
Transforms multiple points from local space to world space writing the transformed points to a possibly different location.
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); } } }