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Vector2.MoveTowards

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public static method MoveTowards(current: Vector2, target: Vector2, maxDistanceDelta: float): Vector2;
public static Vector2 MoveTowards(Vector2 current, Vector2 target, float maxDistanceDelta);

Description

Moves a point current towards target.

This is essentially the same as Vector2.Lerp but instead the function will ensure that the distance never exceeds maxDistanceDelta. Negative values of maxDistanceDelta pushes the vector away from target.

#pragma strict
// 2D MoveTowards example
// Move the sprite to where the mouse is clicked
//
// Set speed to -1.0f and the sprite will move
// away from the mouse click position forever
private var speed: float = 10.0f;
private var target: Vector2;
private var position: Vector2;
private var cam: Camera;
function Start() {
	target = new Vector2(0.0f, 0.0f);
	position = gameObject.transform.position;
	cam = Camera.main;
}
function Update() {
	var step: float = speed * Time.deltaTime;
	// move sprite towards the target location
	transform.position = Vector2.MoveTowards(transform.position, target, step);
}
function OnGUI() {
	var currentEvent: Event = Event.current;
	var mousePos: Vector2 = new Vector2();
	var point: Vector2 = new Vector2();
	// compute where the mouse is in world space
	mousePos.x = currentEvent.mousePosition.x;
	mousePos.y = cam.pixelHeight - currentEvent.mousePosition.y;
	point = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 0.0f));
	if (Input.GetMouseButtonDown(0)) {
		// set the target to the mouse click location
		target = point;
	}
}
using UnityEngine;

// 2D MoveTowards example // Move the sprite to where the mouse is clicked // // Set speed to -1.0f and the sprite will move // away from the mouse click position forever

public class ExampleClass : MonoBehaviour { private float speed = 10.0f; private Vector2 target; private Vector2 position; private Camera cam;

void Start() { target = new Vector2(0.0f, 0.0f); position = gameObject.transform.position;

cam = Camera.main; }

void Update() { float step = speed * Time.deltaTime;

// move sprite towards the target location transform.position = Vector2.MoveTowards(transform.position, target, step); }

void OnGUI() { Event currentEvent = Event.current; Vector2 mousePos = new Vector2(); Vector2 point = new Vector2();

// compute where the mouse is in world space mousePos.x = currentEvent.mousePosition.x; mousePos.y = cam.pixelHeight - currentEvent.mousePosition.y; point = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, 0.0f));

if (Input.GetMouseButtonDown(0)) { // set the target to the mouse click location target = point; } } }