Version: 2020.3
LanguageEnglish
  • C#

Vector3.SignedAngle

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

Declaration

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"); } }

See Also: Angle function.