Returns the squared length of this vector (Read Only).
v
is calculated as Mathf.Sqrt(Vector3.Dot(v, v)). However, the
Sqrt calculation is quite complicated and takes longer to execute than the normal arithmetic
operations.
Calculating the squared magnitude instead of using the magnitude property is much faster -
the calculation is basically the same only without the slow Sqrt call. If you are using
magnitudes simply to compare distances, then you can just as well compare squared magnitudes against
the squares of distances since the comparison will give the same result.See Also: magnitude.// detects when the other transform is closer than closeDistance // this is faster than using Vector3.magnitude var other : Transform; var closeDistance = 5.0; function Update() { if (other) { var offset = other.position - transform.position; var sqrLen = offset.sqrMagnitude; // square the distance we compare with if( sqrLen < closeDistance*closeDistance ) print ("The other transform is close to me!"); } }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Transform other; public float closeDistance = 5.0F; void Update() { if (other) { Vector3 offset = other.position - transform.position; float sqrLen = offset.sqrMagnitude; if (sqrLen < closeDistance * closeDistance) print("The other transform is close to me!"); } } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public other as Transform public closeDistance as float = 5.0F def Update() as void: if other: offset as Vector3 = (other.position - transform.position) sqrLen as float = offset.sqrMagnitude if sqrLen < (closeDistance * closeDistance): print('The other transform is close to me!')