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[CLOSED] Vector3.InverseTransformPoint() workaround?
Please can someone point me to solving this? Is there some workaround for method Transform.InverseTransformPoint(Vector3) where I wnat to supply Vector3 instead of Transform?
//this is what I'm after
Vector3.InverseTransformPoint(Vector3);
Anyone?
What will be the meaning of that? What are you trying to achieve?
standard unity function implementation takes as input Transform, which I dont have cuse that position exists only as a Vector3. It is not part of any object, so I'm after some kind of workaround for this.. But as I looking at it right now I think I drunk too much of coffe today.. :D
Yes but do you even know the semantic of InverseTransform? It only has meaning for a transform because it converts a world position into a local position relative to the transform.
A Vector3 doesn't have this kind of semantic, because it is only a vector.
So again, what is the context? What do you want to do with this vector? What do you expect this method to return?
Olala.. I think that I placed irelevant question.. I already have two vectors so I can compute however I want.. sorry for inconvience. How can I mark this as solved? Should I answer my question and mark it as accepted?
Answer by cupsster · Feb 02, 2012 at 06:16 PM
Placed question is irelevant cause I wanted input on function to be Vector3 and does not realized that I already have 2 vectors known so I can compute using simple vector math.
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