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worldToLocalMatrix (transform vs renderer)

Discussion in 'Shaders' started by Issam, Jan 17, 2015.

  1. Issam

    Issam

    Joined:
    Dec 18, 2012
    Posts:
    37
    The doc for the transform.worldToLocalMatrix (http://docs.unity3d.com/ScriptReference/Transform-worldToLocalMatrix.html) says to use the renderer version. I assume this because the renderer code take care of setting up your matrix correctly depending on what platform/api you are on. Is there a function to replicate that functionality without having to resort to a renderer component? Thanks.