  Vector4 Manual Reference Scripting
 Scripting > Runtime Classes > Vector4 Vector4 Struct

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.

Variables
 x X component of the vector. y Y component of the vector. z Z component of the vector. w W component of the vector. this [int index] Access the x, y, z, w components using , , ,  respectively. normalized Returns this vector with a magnitude of 1 (Read Only). magnitude Returns the length of this vector (Read Only). sqrMagnitude Returns the squared length of this vector (Read Only).
Constructors
 Vector4 Creates a new vector with given x, y, z, w components.
Functions
 Scale Multiplies every component of this vector by the same component of scale. Normalize Makes this vector have a magnitude of 1. ToString Returns a nicely formatted string for this vector.
Class Variables
 zero Shorthand for writing Vector4(0,0,0,0) one Shorthand for writing Vector4(1,1,1,1)
Class Functions
 Lerp Linearly interpolates between two vectors. Scale Multiplies two vectors component-wise. Dot Dot Product of two vectors. Project Projects a vector onto another vector. Distance Returns the distance between a and b. operator + Adds two vectors. operator - Subtracts one vector from another. operator * Multiplies a vector by a number. operator / Divides a vector by a number. operator == Returns true if the vectors are equal. operator != Returns true if vectors different. operator Vector4 Converts a Vector3 to a Vector4. operator Vector3 Converts a Vector4 to a Vector3.