Vector4Namespace: UnityEngine
Description

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.
Static Variables
one Shorthand for writing Vector4(1,1,1,1).
zero Shorthand for writing Vector4(0,0,0,0).
Variables
magnitude Returns the length of this vector (Read Only).
normalized Returns this vector with a magnitude of 1 (Read Only).
sqrMagnitude Returns the squared length of this vector (Read Only).
this[int] Access the x, y, z, w components using [0], [1], [2], [3] respectively.
w W component of the vector.
x X component of the vector.
y Y component of the vector.
z Z component of the vector.
Constructors
Vector4 Creates a new vector with given x, y, z, w components.
Functions
Set Set x, y, z and w components of an existing Vector4.
ToString Returns a nicely formatted string for this vector.
Static Functions
Distance Returns the distance between a and b.
Dot Dot Product of two vectors.
Lerp Linearly interpolates between two vectors.
Max Returns a vector that is made from the largest components of two vectors.
Min Returns a vector that is made from the smallest components of two vectors.
MoveTowards Moves a point current towards target.
Normalize
Project Projects a vector onto another vector.
Scale Multiplies two vectors component-wise.
Operators
operator - Subtracts one vector from another.
operator != Returns true if vectors different.
operator * Multiplies a vector by a number.
operator / Divides a vector by a number.
operator + Adds two vectors.
operator == Returns true if the vectors are equal.
Vector2 Converts a Vector4 to a Vector2.
Vector3 Converts a Vector4 to a Vector3.
Vector4 Converts a Vector3 to a Vector4.
Vector4 Converts a Vector2 to a Vector4.