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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 [0], [1], [2], [3] 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.