Before answering this question, we will see what a normalized vector is.

In Unity and the mathematical world, a normalized vector is a **vector with a length of 1**.

In Unity, the length is called the magnitude: the following formula represents it **“√(x² + y² + z²)”**.

## Why use a normalized Vector?

Nothing beats an example to illustrate.

We can associate an **upward movement** with the Vector2(1, 0).

Following the same logic, a **diagonal movement** (top right) will have the vector Vector2(1, 1).

However, keeping this principle, the character will **move much faster** with a diagonal movement with his higher magnitude (≈1.414 instead of 1).

To avoid this problem, we will **normalize** our vector just before the move.

And then our character will move at the **same speed**, diagonally or not.

## How do you use normalize on Unity?

There are two ways to normalize a vector on Unity.

Firstly, we can normalize using the `Normalize`

method, which transforms the current vector into a normalized vector:

```
private void Update()
{
var destination = new Vector2(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"));
// destination is normalized
destination.Normalize();
transform.Translate(destination * Time.deltaTime);
}
```

The second method is to use the normalized property.

The difference in this case is that the property returns the normalized vector **without affecting the vector calling** the function.

```
private void Update()
{
var destination = new Vector2(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"));
transform.Translate(destination.normalized * Time.deltaTime);
// destination is not normalized
}
```

Depending on the situation, you may decide to use one or the other.

The use will depend on whether or not you need the **normalized vector** for other calculations.

For more information on movement in Unity, please see Unity movetowards.