Version: 2017.4
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Vector3.RotateTowards

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public static method RotateTowards(current: Vector3, target: Vector3, maxRadiansDelta: float, maxMagnitudeDelta: float): Vector3;
public static Vector3 RotateTowards(Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta);

Parameters

currentThe vector being managed.
targetThe vector.
maxRadiansDeltaThe distance between the two vectors in radians.
maxMagnitudeDeltaThe length of the radian.

Returns

Vector3 The location that RotateTowards generates.

Description

Rotates a vector current towards target.

This function is similar to MoveTowards except that the vector is treated as a direction rather than a position. The current vector will be rotated round toward the target direction by an angle of maxRadiansDelta, although it will land exactly on the target rather than overshoot. If the magnitudes of current and target are different, then the magnitude of the result will be linearly interpolated during the rotation. If a negative value is used for maxRadiansDelta, the vector will rotate away from target/ until it is pointing in exactly the opposite direction, then stops.

#pragma strict
var target: Transform;
var speed: float;
function Update() {
	var targetDir: Vector3 = target.position - transform.position;
	// The step size is equal to speed times frame time.
	var step: float = speed * Time.deltaTime;
	var newDir: Vector3 = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f);
	Debug.DrawRay(transform.position, newDir, Color.red);
	// Move our position a step closer to the target.
	transform.rotation = Quaternion.LookRotation(newDir);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { // The target marker. Transform target;

// Angular speed in radians per sec. float speed;

void Update() { Vector3 targetDir = target.position - transform.position;

// The step size is equal to speed times frame time. float step = speed * Time.deltaTime;

Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f); Debug.DrawRay(transform.position, newDir, Color.red);

// Move our position a step closer to the target. transform.rotation = Quaternion.LookRotation(newDir); } }