Unity Vector3: What Is This?

In the realm of Unity game development, understanding Vector3 is fundamental. In this comprehensive guide, we will explore the ins and outs of Vector3, a three-dimensional vector that plays a pivotal role in Unity game development. Buckle up and get ready to harness the power of Vector3.

What is Vector3 in Unity?

At its core, a vector is a mathematical entity that possesses both direction and magnitude. In Unity, vectors are categorized based on dimensions, and a three-dimensional vector is aptly named Vector3. A Vector3 encapsulates critical information about direction and magnitude in all three dimensions. In the world of game development, Vector3 is primarily utilized to determine an object’s position and calculate distances between objects.

Syntax for Vector3

When working with Vector3 in Unity, you’ll encounter a specific syntax that represents it:

Vector3(1.0f, 2.0f, -6.2f);

By default, Vector3 uses floating-point values (float). However, if you don’t require the precision of floats, you can specify integer values like this:

Vector3int(1, 2, 6);

Declaring a New Vector3

Creating a new Vector3 is straightforward:

Vector3 testvector = new Vector3(0, 1, 1);

Shortforms of Vector3

Unity offers shorthand notations for commonly used Vector3 values, making your code cleaner and more readable. Here are some useful Vector3 shortcuts:

  • Vector3(0, 0, -1) is equivalent to Vector3.back;
  • Vector3(0, -1, 0) is equivalent to Vector3.down;
  • Vector3(0, 0, 1) is equivalent to Vector3.forward;
  • Vector3(-1, 0, 0) is equivalent to Vector3.left;
  • Vector3(1, 1, 1) is equivalent to Vector3.one;
  • Vector3(1, 0, 0) is equivalent to Vector3.right;
  • Vector3(0, 1, 0) is equivalent to Vector3.up;
  • Vector3(0, 0, 0) is equivalent to Vector3.zero.

Useful Methods and Properties of Vector3

Vector3 offers a plethora of methods and properties to manipulate and work with 3D vectors. Here are some of the most commonly used ones:

Vector3.magnitude

  • Returns the length or magnitude of the vector.

Vector3.normalized

  • Returns a new vector with the same direction but a magnitude of 1.

Vector3.normalize

  • Modifies the vector to have a magnitude of 1.

Vector3.x, Vector3.y, Vector3.z

  • Access individual components (x, y, and z) of the Vector3.

Vector3.x = xvalue, Vector3.y = yvalue, Vector3.z = zvalue

  • Set individual components of the Vector3.

Vector3.ClampMagnitude(YourVector, clamp distance)

  • Clamps the magnitude of the vector to a specified distance. You can use Mathf.Clamp for range clamping.

Vector3.Distance(First vector, second vector)

  • Returns the distance between two vectors.

Vector3.Lerp(First vector, second vector, any value between 0 & 1)

  • Returns a point between two vectors based on the third input.

Vector3.MoveTowards(your position, target, max distance)

  • Moves a vector towards a target position while respecting a maximum distance.

Vector3.RotateTowards(Current direction, targetDirection, singleStep, max magnitude)

  • Rotates a vector towards a target direction with control over step size and maximum magnitude.

Code Samples for Common Examples

  1. Get the Position of the Game Object
Vector3 Position = transform.position;
  1. Get the Position of Any Game Object
Vector3 Position = GameObject.Find("Your Game Object Name").transform.position;
  1. Move a Game Object by One Unit
transform.position += Vector3.one;
  1. Move Towards a Point in Steps
Vector3 target = new Vector3(1f, 2f, 3f);
void Update(){    transform.position = Vector3.MoveTowards(transform.position, target, 1.0f);}
  1. Slowly Look Towards an Enemy
Vector3 EnemyPosition = GameObject.Find("Enemy").transform.position;
void Update(){    Vector3 newDir = Vector3.RotateTowards(transform.forward, EnemyPosition, 2 * Time.deltaTime, 0.0f);    transform.rotation = Quaternion.LookRotation(newDir);}

Vector3.Project

The Vector3.Project method projects a vector onto a specified normal vector. This operation can be a bit tricky, so let’s break it down:

A normal vector is a unit vector representing a specific direction. For instance, if you have a Vector3 like (10, 5, 0), normalizing it yields (1, 0.5, 0). When you project a vector onto its own normal, the output vector remains unchanged. Let’s illustrate this with an example using:

Vector3.Project:


Vector3 testVec = new Vector3(10, 5, 0);
void Start(){    Debug.Log(Vector3.Project(testVec, Vector3.forward));}

In this example, Vector3.forward represents (0, 0, 1). Consequently, the output vector will be (0, 0, 0).

If you change the normal vector to Vector3.up (0, 1, 0), the output will be (0, 5, 0). Similarly, using Vector3.Right (1, 0, 0) as the normal vector will yield (10, 0, 0).

Key Takeaways

Let’s summarize the key takeaways of Vector3 in Unity:

AspectDescription
DefinitionVector3 represents a 3D vector with direction and magnitude.
SyntaxVector3(x, y, z) with options for integers or floats.
ShortformsUnity provides shorthand notations for common Vector3 values.
Methods and PropertiesVector3 offers a range of methods and properties for operations.
Code SamplesPractical examples demonstrate the use of Vector3 in Unity.
Vector3.ProjectLearn how to project a vector onto a specified normal vector.

Video Explanation

In order to explain this topic in more detail we have prepared a special video for you. Enjoy watching it!

Conclusion

Vector3 in Unity is an indispensable tool for game developers. Whether you’re manipulating positions, calculating distances, or transforming objects, a solid grasp of Vector3 is essential. By exploring its syntax, shortcuts, and methods, you’ve taken the first step toward mastering this fundamental concept in Unity game development.