Version: 2020.1
LanguageEnglish
• C#

# Vector3.SignedAngle

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public static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis);

## Parameters

 from The vector from which the angular difference is measured. to The vector to which the angular difference is measured. axis A vector around which the other vectors are rotated.

## Description

Returns the signed angle in degrees between `from` and `to`.

The smaller of the two possible angles between the two vectors is returned, therefore the result will never be greater than 180 degrees or smaller than -180 degrees. If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the `axis` vector would point up out of the paper. The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction.

```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour
{
public Transform target;    void Update()
{
Vector3 targetDir = target.position - transform.position;
Vector3 forward = transform.forward;
float angle = Vector3.SignedAngle(targetDir, forward, Vector3.up);
if (angle < -5.0F)
print("turn left");
else if (angle > 5.0F)
print("turn right");
else
print("forward");
}
}
```