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Question by ThreeDeeZ · Jul 31, 2012 at 08:40 PM · transformforwardinverse

Get a vector3 for 'transform.backward'

I am creating a plane at a point somewhere out in front of the camera, and I need the plane to be aligned parallel to the camera's view plane, but facing towards the camera, not away.

For example in C#:

 Plane newPlane = new Plane(Camera.mainCamera.transform.forward, aPointInView);


This creates the plane where I want it, and aligned parallel to the camera properly, but the plane's normal faces away from the camera.

Is there an easy way to get the camera's forward facing, and flip it? (Or any way to take transform.forward and make it ~ transform.backward ..?)

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Answer by whydoidoit · Jul 31, 2012 at 08:41 PM

transform.forward * -1 is the inverse of transform.forward

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avatar image Eric5h5 · Jul 31, 2012 at 11:12 PM 1
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I think just -transform.forward would be simpler.

avatar image whydoidoit · Jul 31, 2012 at 11:14 PM 1
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A good point ;)

avatar image araz01 · Feb 24, 2020 at 10:19 AM -1
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its Nonesense like this that makes me think why do i need an engine when i am the one calculating and thinking of all dough... what the point, just give me something that works well, and simple, when i tell something to go forward and it goes forward, i want it to be able to go backwards when i tell it to go backwards...

avatar image Hellium araz01 · Feb 24, 2020 at 10:33 AM 5
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Yes, you are right, why making things complicated like putting a - before a vector? Rewriting a physics engine, rendering engine, input system, network system, particle system, complete cross-platform editor is so much easier....

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