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); } }
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