Reflects a vector off the plane defined by a normal.
inNormal
vector defines a plane (a plane's normal is the vector that is perpendicular to
its surface). the inDirection
vector is treated as a directional arrow coming in to the plane.
The returned value is a vector of equal magnitude to inDirection
but with its direction reflected.var originalObject : Transform; var reflectedObject : Transform; function Update () { // Makes the reflected object appear opposite of the original object, // mirrored along the z-axis of the world reflectedObject.position = Vector3.Reflect (originalObject.position, Vector3.right); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Transform originalObject; public Transform reflectedObject; void Update() { reflectedObject.position = Vector3.Reflect(originalObject.position, Vector3.right); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public originalObject as Transform public reflectedObject as Transform def Update() as void: reflectedObject.position = Vector3.Reflect(originalObject.position, Vector3.right)