# Spaces ## Tier 1 - Cartesian Coordinate Spaces
**Space** | **Dim.** | **Why It’s Core** | **Aliases** | **Translation Vector** | **What It Means** |
---|---|---|---|---|---|
**UV Space** | 2D | Texture sampling, blending, animation, atlases, UI masking | Texture space, Texcoord space, 2D UVs | `(0.5, 0.5)` | The center of a texture or sprite (50% across U and V) |
**Object Space** | 3D | Local mesh space — used in modeling, rigging, deformation | Local space, Model space, Mesh space | `(1, 0, 0)` | 1 unit to the right of the object’s pivot (local X axis) |
**World Space** | 3D | Scene-level effects, decals, VFX, projection, positioning | Global space, Scene space, Absolute space | `(10, 2, -5)` | A point 10 units right, 2 up, 5 back from world origin |
**Camera Space** | 3D | Needed for physical camera simulation, lighting, billboarding, fresnel | View space, Eye space, View-relative space | `(0, 0, -3)` | A point 3 units in front of the camera |
**Screen Space** | 2D | UI layout, screen shaders, post-process FX tied to resolution | Pixel space, Raster space, Framebuffer space | `(1920, 1080)` | Bottom-right corner of a 1920x1080 screen |
**Viewport Space** | 2D | Resolution-independent layout, fullscreen FX, responsive shaders | Normalized 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** | 3D | Local shading basis — used for normal maps, decals, and detail lighting | Surface space, Texture tangent space, TBN space | `(0, 0, 1)` | A direction pointing "out" from the surface (local Z axis) |
**Bone Space** | 3D | Used in rigging, skinning, animation — defines how vertices are deformed | Joint 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 |
**Space** | **Dim.** | **Why It’s Useful** | **Also Known As / Aliases** | **Example Vector** | **What It Means** |
---|---|---|---|---|---|
**Clip Space** | 4D | Final stage before rasterization; output of MVP transform in vertex shader | Homogeneous clip space, Post-projection space | `(-1, 1, 0.5, 1)` | Top-left corner of screen in clip space (with depth = 0.5) |
**NDC Space** | 3D | Screen-aligned normalized coords after perspective divide | Normalized Device Coordinates | `(0, 0, 0.5)` | Center of screen in normalized screen space (Z = 0.5 depth) |
**Local-to-Parent** | 3D | Relative transforms for procedural rigs or hierarchy animation | Parent-relative space, Local hierarchy space | `(0, 1, 0)` | 1 unit above the parent bone or object |
**Bone Bind Pose Space** | 3D | Base pose of mesh before animation; used to calculate skin deformation | Inverse bind space, Rest pose | `(0.2, 0.5, 0)` | Original vertex position relative to its joint’s bind pose |
**Camera-Relative Space** | 3D | Used for large-world precision, eye-relative motion, and virtual cameras | Eye-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** | 2D | For fullscreen shaders and distortion FX | NDC → UV, Normalized screen space | `(0.5, 0.5)` | Center of the screen (used in post-processing and image effects) |
**Spherical / Polar Space** | 2D/3D | Custom projections, procedural effects, panorama/fisheye mapping | Angular space, Radial coordinates | `(θ = 1.57, r = 3)` | A point 3 units away at 90° from the origin (polar coordinates) |