Scripting API

Vector2

struct in UnityEngine · UnityEngine.CoreModule

44 of 45 of Unity's membersUnity's documentation
In Tassix

2D vector. Verified against Unity in conformance/recordings/math_vectors.jsonl.

Constructors 1

Vector2(float x, float y)

Fields 4

const float kEpsilon
const float kEpsilonNormalSqrt
float x
float y

Properties 12

static Vector2 down { get; }
static Vector2 left { get; }
float magnitude { get; }
static Vector2 negativeInfinity { get; }
Vector2 normalized { get; }
static Vector2 one { get; }
static Vector2 positiveInfinity { get; }
static Vector2 right { get; }
float sqrMagnitude { get; }
float this[int index] { get; set; }
static Vector2 up { get; }
static Vector2 zero { get; }

Methods 19

static float Angle(Vector2 from, Vector2 to)
static float Angle(in Vector2 from, in Vector2 to)
static Vector2 ClampMagnitude(Vector2 vector, float maxLength)
static Vector2 ClampMagnitude(in Vector2 vector, float maxLength)
static float Distance(Vector2 a, Vector2 b)
static float Distance(in Vector2 a, in Vector2 b)
static float Dot(Vector2 lhs, Vector2 rhs)
static float Dot(in Vector2 lhs, in Vector2 rhs)
bool Equals(Vector2 other)
bool Equals(in Vector2 other)
bool Equals(object? other)
int GetHashCode()
static Vector2 Lerp(Vector2 a, Vector2 b, float t)
static Vector2 Lerp(in Vector2 a, in Vector2 b, float t)
static Vector2 LerpUnclamped(Vector2 a, Vector2 b, float t)
static Vector2 LerpUnclamped(in Vector2 a, in Vector2 b, float t)
static Vector2 Max(Vector2 a, Vector2 b)
static Vector2 Max(in Vector2 a, in Vector2 b)
static Vector2 Min(Vector2 a, Vector2 b)
static Vector2 Min(in Vector2 a, in Vector2 b)
static Vector2 MoveTowards(Vector2 current, Vector2 target, float maxDistanceDelta)
static Vector2 MoveTowards(in Vector2 current, in Vector2 target, float maxDistanceDelta)
void Normalize()

Makes this a unit vector, or zero if its magnitude is at most kEpsilon.

static Vector2 Perpendicular(Vector2 inDirection)
static Vector2 Perpendicular(in Vector2 inDirection)

Rotated 90 degrees counter-clockwise.

static Vector2 Reflect(Vector2 inDirection, Vector2 inNormal)
static Vector2 Reflect(in Vector2 inDirection, in Vector2 inNormal)
void Scale(Vector2 scale)
void Scale(in Vector2 scale)
static Vector2 Scale(Vector2 a, Vector2 b)
static Vector2 Scale(in Vector2 a, in Vector2 b)
void Set(float newX, float newY)
static float SignedAngle(Vector2 from, Vector2 to)
static float SignedAngle(in Vector2 from, in Vector2 to)

Counter-clockwise positive.

static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime)
static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime)
static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed)
static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed)
static Vector2 SmoothDamp(Vector2 current, Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed, float deltaTime)
static Vector2 SmoothDamp(in Vector2 current, in Vector2 target, ref Vector2 currentVelocity, float smoothTime, float maxSpeed, float deltaTime)
string ToString()
string ToString(string? format)
string ToString(string? format, IFormatProvider? formatProvider)

Operators 7

static implicit operator Vector2(Vector3 v)
static implicit operator Vector3(Vector2 v)
static bool operator !=(Vector2 lhs, Vector2 rhs)
static Vector2 operator *(Vector2 a, Vector2 b)
static Vector2 operator *(Vector2 a, float d)
static Vector2 operator *(float d, Vector2 a)
static Vector2 operator +(Vector2 a, Vector2 b)
static Vector2 operator -(Vector2 a, Vector2 b)
static Vector2 operator -(Vector2 a)
static Vector2 operator /(Vector2 a, Vector2 b)
static Vector2 operator /(Vector2 a, float d)
static bool operator ==(Vector2 lhs, Vector2 rhs)

Not in Tassix yet 1

SqrMagnitude

Checked against Unity

Conformance scenarios that exercise it, recorded in Unity and compared event by event.