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Scripting > Runtime Classes > Vector4
Vector4 Struct

Representation of four-dimensional vectors.

This structure is used in some places to represent four component vectors (e.g. mesh tangents, parameters for shaders). In the majority of other cases a Vector3 is used.

Variables
x

X component of the vector.

y

Y component of the vector.

z

Z component of the vector.

w

W component of the vector.

this [int index]

Access the x, y, z, w components using [0], [1], [2], [3] respectively.

normalized

Returns this vector with a magnitude of 1 (Read Only).

magnitude

Returns the length of this vector (Read Only).

sqrMagnitude

Returns the squared length of this vector (Read Only).

Constructors
Vector4

Creates a new vector with given x, y, z, w components.

Functions
Scale

Multiplies every component of this vector by the same component of scale.

Normalize

Makes this vector have a magnitude of 1.

ToString

Returns a nicely formatted string for this vector.

Class Variables
zero

Shorthand for writing Vector4(0,0,0,0)

one

Shorthand for writing Vector4(1,1,1,1)

Class Functions
Lerp

Linearly interpolates between two vectors.

MoveTowards

Moves a point current towards target.

Scale

Multiplies two vectors component-wise.

Dot

Dot Product of two vectors.

Project

Projects a vector onto another vector.

Distance

Returns the distance between a and b.

Min

Returns a vector that is made from the smallest components of two vectors.

Max

Returns a vector that is made from the largest components of two vectors.

operator +

Adds two vectors.

operator -

Subtracts one vector from another.

operator *

Multiplies a vector by a number.

operator /

Divides a vector by a number.

operator ==

Returns true if the vectors are equal.

operator !=

Returns true if vectors different.

operator Vector4

Converts a Vector3 to a Vector4.

operator Vector3

Converts a Vector4 to a Vector3.