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Closecurrent | The vector being managed. |
target | The vector. |
maxRadiansDelta | The maximum angle in radians allowed for this rotation. |
maxMagnitudeDelta | The maximum allowed change in vector magnitude for this rotation. |
Vector3 The location that RotateTowards generates.
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.
Additional resources: 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); } }
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