More information can be found in the Unity API Reference and maybe in the Unity Manual.





Matrix4x4(column0, column1, column2, column3)

Static members






class Matrix4x4
Matrix4x4 Matrix4x4(Vector4 column0, Vector4 column1, Vector4 column2, Vector4 column3)
Matrix4x4 Matrix4x4()
const float determinant
const Matrix4x4 inverse
const bool isIdentity
const Vector3 lossyScale
float m00
float m01
float m02
float m03
float m10
float m11
float m12
float m13
float m20
float m21
float m22
float m23
float m30
float m31
float m32
float m33
const Quaternion rotation
const Matrix4x4 transpose
Vector4 GetColumn(int index)
int GetHashCode()
Vector4 GetRow(int index)
Vector3 MultiplyPoint(Vector3 point)
Vector3 MultiplyPoint3x4(Vector3 point)
Vector3 MultiplyVector(Vector3 vector)
void SetColumn(int index, Vector4 column)
void SetRow(int index, Vector4 row)
void SetTRS(Vector3 pos, Quaternion q, Vector3 s)
string ToString()
string ToString(string format)
Plane TransformPlane(Plane plane)
bool ValidTRS()
static const Matrix4x4 identity
static const Matrix4x4 zero
static float Determinant(Matrix4x4 m)
static Matrix4x4 Frustum(float left, float right, float bottom, float top, float zNear, float zFar)
static Matrix4x4 Inverse(Matrix4x4 m)
static bool Inverse3DAffine(Matrix4x4 input, Matrix4x4 result)
static Matrix4x4 LookAt(Vector3 from, Vector3 to, Vector3 up)
static Matrix4x4 Ortho(float left, float right, float bottom, float top, float zNear, float zFar)
static Matrix4x4 Perspective(float fov, float aspect, float zNear, float zFar)
static Matrix4x4 Rotate(Quaternion q)
static Matrix4x4 Scale(Vector3 vector)
static Matrix4x4 Translate(Vector3 vector)
static Matrix4x4 Transpose(Matrix4x4 m)
static Matrix4x4 TRS(Vector3 pos, Quaternion q, Vector3 s)
static bool operator!=(Matrix4x4 lhs, Matrix4x4 rhs)
static Matrix4x4 operator*(Matrix4x4 lhs, Matrix4x4 rhs)
static Vector4 operator*(Matrix4x4 lhs, Vector4 vector)
static bool operator==(Matrix4x4 lhs, Matrix4x4 rhs)