diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
index b662ab5d0b0..7ffe65f6ba0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs
@@ -338,7 +338,7 @@ namespace Godot
/// A for whether the quaternion is normalized or not.
public readonly bool IsNormalized()
{
- return Mathf.Abs(LengthSquared() - 1) <= Mathf.Epsilon;
+ return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
}
public readonly Quaternion Log()
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index f5b64ff81b8..6b32efbe091 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -370,7 +370,7 @@ namespace Godot
/// A indicating whether or not the vector is normalized.
public readonly bool IsNormalized()
{
- return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
+ return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
}
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index eb5105ea6c1..033b225a0c0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -368,7 +368,7 @@ namespace Godot
/// A indicating whether or not the vector is normalized.
public readonly bool IsNormalized()
{
- return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
+ return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
}
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
index ec59197fa33..5985ea05591 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
@@ -318,7 +318,7 @@ namespace Godot
/// A indicating whether or not the vector is normalized.
public readonly bool IsNormalized()
{
- return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
+ return Mathf.IsEqualApprox(LengthSquared(), 1, Mathf.Epsilon);
}
///