# Spaces ## Tier 1 - Cartesian Coordinate Spaces
**Space****Dim.****Why It’s Core****Aliases****Translation Vector****What It Means**
**UV Space**2DTexture sampling, blending, animation, atlases, UI maskingTexture space, Texcoord space, 2D UVs`(0.5, 0.5)`The center of a texture or sprite (50% across U and V)
**Object Space**3DLocal mesh space — used in modeling, rigging, deformationLocal space, Model space, Mesh space`(1, 0, 0)`1 unit to the right of the object’s pivot (local X axis)
**World Space**3DScene-level effects, decals, VFX, projection, positioningGlobal space, Scene space, Absolute space`(10, 2, -5)`A point 10 units right, 2 up, 5 back from world origin
**Camera Space**3DNeeded for physical camera simulation, lighting, billboarding, fresnelView space, Eye space, View-relative space`(0, 0, -3)`A point 3 units in front of the camera
**Screen Space**2DUI layout, screen shaders, post-process FX tied to resolutionPixel space, Raster space, Framebuffer space`(1920, 1080)`Bottom-right corner of a 1920x1080 screen
**Viewport Space**2DResolution-independent layout, fullscreen FX, responsive shadersNormalized screen space, 0–1 screen space, Screen UVs`(0.25, 0.75)`25% from the left, 75% from the bottom of the screen (normalized)
**Tangent Space**3DLocal shading basis — used for normal maps, decals, and detail lightingSurface space, Texture tangent space, TBN space`(0, 0, 1)`A direction pointing "out" from the surface (local Z axis)
**Bone Space**3DUsed in rigging, skinning, animation — defines how vertices are deformedJoint space, Skinning space, Bind pose space`(0, 1.2, 0)`A vertex 1.2 units above a bone’s local origin (e.g., a joint's Y axis)
##
**Space****Origin**
**UV Space**Bottom-left of the texture → `(0, 0)` in UV coords
**Object Space**The pivot point of the object (usually center or base in modeling)
**World Space**The global scene origin — Unity's `(0, 0, 0)` in the world
**Camera Space**The camera’s position → camera is at `(0, 0, 0)` and looks down -Z
**Screen Space**Bottom-left of the screen (0,0) in Unity (unless it's top-left in other systems)
**Viewport Space**Bottom-left of screen in normalized space → `(0.0, 0.0)`
**Tangent Space**The origin is the current surface point, defined per-fragment or per-vertex
**Bone Space**The origin is the base of the bone/joint — local to that bone
## 🥈 Tier 2
**Space****Dim.****Why It’s Useful****Also Known As / Aliases****Example Vector****What It Means**
**Clip Space**4DFinal stage before rasterization; output of MVP transform in vertex shaderHomogeneous clip space, Post-projection space`(-1, 1, 0.5, 1)`Top-left corner of screen in clip space (with depth = 0.5)
**NDC Space**3DScreen-aligned normalized coords after perspective divideNormalized Device Coordinates`(0, 0, 0.5)`Center of screen in normalized screen space (Z = 0.5 depth)
**Local-to-Parent**3DRelative transforms for procedural rigs or hierarchy animationParent-relative space, Local hierarchy space`(0, 1, 0)`1 unit above the parent bone or object
**Bone Bind Pose Space**3DBase pose of mesh before animation; used to calculate skin deformationInverse bind space, Rest pose`(0.2, 0.5, 0)`Original vertex position relative to its joint’s bind pose
**Camera-Relative Space**3DUsed for large-world precision, eye-relative motion, and virtual camerasEye-relative, Floating origin space`(0, 0, -50000)`A point 50,000 units in front of the camera — used for planetary scale scenes
**Screen UV Space**2DFor fullscreen shaders and distortion FXNDC → UV, Normalized screen space`(0.5, 0.5)`Center of the screen (used in post-processing and image effects)
**Spherical / Polar Space**2D/3DCustom projections, procedural effects, panorama/fisheye mappingAngular space, Radial coordinates`(θ = 1.57, r = 3)`A point 3 units away at 90° from the origin (polar coordinates)