public static function Atan2(y:
float,
x: float):
float;

public static float Atan2(float y,
float x);

Returns the angle in radians whose Tan is `y/x`

.

Return value is the angle between the x-axis and a 2D vector starting at zero and terminating
at (x,y).

Note that this function takes account of the cases where x is zero and returns the correct angle rather than throwing a division by zero exception.

// Usually you use transform.LookAt for this. // But this can give you more control over the angle

var target : Transform;

function Update () { var relative : Vector3 = transform.InverseTransformPoint(target.position); var angle : float = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg; transform.Rotate (0, angle, 0); }

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; void Update() { Vector3 relative = transform.InverseTransformPoint(target.position); float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg; transform.Rotate(0, angle, 0); } }