public static bool AlmostTheSame(this Transform t, Vector3 pos, Quaternion rot, Vector3 scale, float offset, bool ignorePos = false, bool ignoreRot = false, bool ignoreScale = false) { bool result = true; if (!ignorePos) { result = pos.AlmostTheSameVector3(t.position, offset); } if (!ignoreRot) { result = result && rot.AlmostTheSameAngle(t.rotation, offset); } if (!ignoreScale) { result = result && scale.AlmostTheSameVector3(t.localScale, offset); } return(result); }