Version: 2017.3 (switch to 2017.4)
LanguageEnglish
• C#
• JS

## Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

# Mathf.Sin

Suggest a change

## Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

## Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close
public static method Sin(f: float): float;
public static float Sin(float f);

## Parameters

 f The input angle, in radians.

## Returns

float The return value between -1 and +1.

## Description

Returns the sine of angle `f`.

Note: If using very large numbers with this function, there is an acceptable range for input angle values for this method, beyond which the calculation will fail. On windows, the acceptable range is approximately between -9223372036854775295 to 9223372036854775295. This range may differ on other platforms. For values outside of the acceptable range, the Sin method returns the input value, rather than throwing an exception.

```#pragma strict
public class PolyDrawExample extends MonoBehaviour {
public var numberOfSides: int;
public var polygonCenter: Vector2;
function Update() {
}
function DebugDrawPolygon(center: Vector2, radius: float, numSides: int) {
// The corner that is used to start the polygon (parallel to the X axis).
var startCorner: Vector2 = new Vector2(radius, 0) + polygonCenter;
// The "previous" corner point, initialised to the starting corner.
var previousCorner: Vector2 = startCorner;
// For each corner after the starting corner...
for (var i: int = 1; i < numSides; i++) {
// Calculate the angle of the corner in radians.
var cornerAngle: float = 2f * Mathf.PI / floatnumSides * i;
// Get the X and Y coordinates of the corner point.
var currentCorner: Vector2 = new Vector2(Mathf.Cos(cornerAngle) * radius, Mathf.Sin(cornerAngle) * radius) + polygonCenter;
// Draw a side of the polygon by connecting the current corner to the previous one.
Debug.DrawLine(currentCorner, previousCorner);
// Having used the current corner, it now becomes the previous corner.
previousCorner = currentCorner;
}
// Draw the final side by connecting the last corner to the starting corner.
Debug.DrawLine(startCorner, previousCorner);
}
}```
```using UnityEngine;
using System.Collections;
public class PolyDrawExample : MonoBehaviour
{
public int numberOfSides;
public Vector2 polygonCenter;
void Update()
{
}    // Draw a polygon in the XY plane with a specfied position, number of sides
void DebugDrawPolygon(Vector2 center, float radius, int numSides)
{
// The corner that is used to start the polygon (parallel to the X axis).
Vector2 startCorner = new Vector2(radius, 0) + polygonCenter;        // The "previous" corner point, initialised to the starting corner.
Vector2 previousCorner = startCorner;        // For each corner after the starting corner...
for (int i = 1; i < numSides; i++)
{
// Calculate the angle of the corner in radians.
float cornerAngle = 2f * Mathf.PI / (float)numSides * i;            // Get the X and Y coordinates of the corner point.
Vector2 currentCorner = new Vector2(Mathf.Cos(cornerAngle) * radius, Mathf.Sin(cornerAngle) * radius) + polygonCenter;            // Draw a side of the polygon by connecting the current corner to the previous one.
Debug.DrawLine(currentCorner, previousCorner);            // Having used the current corner, it now becomes the previous corner.
previousCorner = currentCorner;
}        // Draw the final side by connecting the last corner to the starting corner.
Debug.DrawLine(startCorner, previousCorner);
}
}
```