Legacy Documentation: Version 5.4
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# Vector3.RotateTowards

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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);

## 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);
}
}
```