public static function MoveTowardsAngle(current:
float,
target: float,
maxDelta: float):
float;

public static float MoveTowardsAngle(float current,
float target,
float maxDelta);

public static
def MoveTowardsAngle(current as float,
target as float,
maxDelta as float)
as float

Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.

Variables `current`

and `target`

are assumed to be in degrees.
For optimization reasons, negative values of `maxDelta`

are not supported and may cause oscillation. To push `current`

away from a target angle, add 180 to that angle instead.

var target = 270.0; var speed = 45.0; function Update () { var angle : float = Mathf.MoveTowardsAngle (transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = Vector3(0, angle, 0); }

using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public float target = 270.0F; public float speed = 45.0F; void Update() { float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = new Vector3(0, angle, 0); } }

import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as float = 270.0F public speed as float = 45.0F def Update() as void: angle as float = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, (speed * Time.deltaTime)) transform.eulerAngles = Vector3(0, angle, 0)