Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

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

Sumbission failed

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

Close

Cancel

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

Parameters

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 stop.

	// The target marker.
	var target: Transform;
	
	// Angular speed in radians per sec.
	var speed: float;
	
	function Update () {
		var targetDir = target.position - transform.position;
		
	    // The step size is equal to speed times frame time.
	    var step = speed * Time.deltaTime;
	    
	    var newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0);
	    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 { public Transform target; public float speed; void Update() { Vector3 targetDir = target.position - transform.position; float step = speed * Time.deltaTime; Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F); Debug.DrawRay(transform.position, newDir, Color.red); transform.rotation = Quaternion.LookRotation(newDir); } }