构造与静态常量
Vector3 v = new Vector3(1, 2, 3); // 构造
Vector3.zero; // (0,0,0)
Vector3.one; // (1,1,1)
Vector3.forward; // (0,0,1)
Vector3.right; // (1,0,0)
距离与标准化
loat dist = Vector3.Distance(a, b); // 两点距离
Vector3 norm = a.normalized; // 单位向量(方向相同,长度为1)
插值与平滑移动
Vector3.Lerp(start, end, t); // 线性插值(t∈[0,1])
Vector3.Slerp(start, end, t); // 球面插值(保持弧度)
Vector3.MoveTowards(current, target, maxDelta); // 限制速度的移动
投影与反射
Vector3.Project(vector, onNormal); // 向量投影
Vector3.Reflect(inDirection, inNormal); // 反射向量
Vector3.ClosestPointOnLine(lineStart, lineEnd, point); // 点到线段最近点
Vector3.AngleBetween(a, b); // 两向量夹角(0~180°)
物体移动
transform.position += Vector3.forward * speed * Time.deltaTime;
朝向目标
Vector3 dir = (target.position - transform.position).normalized; transform.rotation = Quaternion.LookRotation(dir);