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### Parameters

from |
The vector from which the angular difference is measured. |

to |
The vector to which the angular difference is measured. |

### Returns

**float**
The unsigned angle in degrees between the two vectors.

### Description

Gets the unsigned angle in degrees between `from`

and `to`

.

The angle returned is the unsigned angle between the two vectors.

Note: The angle returned will always be between 0 and 180 degrees, because the method returns the smallest angle between the vectors. That is, it will never return a reflex angle. Angles are calculated from world origin point (0,0,0) as the vertex.

Additional resources: SignedAngle function.

using UnityEngine;

public class Vector : MonoBehaviour
{
//Use these to get the GameObject's positions
Vector2 m_MyFirstVector;
Vector2 m_MySecondVector;

float m_Angle;

//You must assign to these two GameObjects in the Inspector
public GameObject m_MyObject;
public GameObject m_MyOtherObject;

void Start()
{
//Initialise the Vector
m_MyFirstVector = Vector2.zero;
m_MySecondVector = Vector2.zero;
m_Angle = 0.0f;
}

void Update()
{
//Fetch the first GameObject's position
m_MyFirstVector = new Vector2(m_MyObject.transform.position.x, m_MyObject.transform.position.y);
//Fetch the second GameObject's position
m_MySecondVector = new Vector2(m_MyOtherObject.transform.position.x, m_MyOtherObject.transform.position.y);
//Find the angle for the two Vectors
m_Angle = Vector2.Angle(m_MyFirstVector, m_MySecondVector);

//Draw lines from origin point to Vectors
Debug.DrawLine(Vector2.zero, m_MyFirstVector, Color.magenta);
Debug.DrawLine(Vector2.zero, m_MySecondVector, Color.blue);

//Log values of Vectors and angle in Console
Debug.Log("MyFirstVector: " + m_MyFirstVector);
Debug.Log("MySecondVector: " + m_MySecondVector);
Debug.Log("Angle Between Objects: " + m_Angle);
}

void OnGUI()
{
//Output the angle found above
GUI.Label(new Rect(25, 25, 200, 40), "Angle Between Objects" + m_Angle);
}
}