Version: 2019.3
LanguageEnglish
  • C#

Vector3.RotateTowards

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Parameters

currentThe vector being managed.
targetThe vector.
maxRadiansDeltaThe maximum angle in radians allowed for this rotation.
maxMagnitudeDeltaThe maximum allowed change in vector magnitude for this rotation.

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.


See Also: Quaternion.RotateTowards.

using UnityEngine;

// To use this script, attach it to the GameObject that you would like to rotate towards another game object. // After attaching it, go to the inspector and drag the GameObject you would like to rotate towards into the target field. // Move the target around in the scene view to see the GameObject continuously rotate towards it. public class Example : MonoBehaviour { // The target marker. public Transform target;

// Angular speed in radians per sec. public float speed = 1.0f;

void Update() { // Determine which direction to rotate towards Vector3 targetDirection = target.position - transform.position;

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

// Rotate the forward vector towards the target direction by one step Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);

// Draw a ray pointing at our target in Debug.DrawRay(transform.position, newDirection, Color.red);

// Calculate a rotation a step closer to the target and applies rotation to this object transform.rotation = Quaternion.LookRotation(newDirection); } }