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# Vector3.RotateTowards

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

## Parameters

 current The vector being managed. target The vector. maxRadiansDelta The distance between the two vectors in radians. maxMagnitudeDelta The length of the radian.

## Returns

Vector3 The location that RotateTowards generates.

## 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
{
// The target marker.
Transform target;
// Angular speed in radians per sec.
float speed;    void Update()
{
Vector3 targetDir = target.position - transform.position;
// The step size is equal to speed times frame time.
float step = speed * Time.deltaTime;
Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f);
Debug.DrawRay(transform.position, newDir, Color.red);
// Move our position a step closer to the target.
transform.rotation = Quaternion.LookRotation(newDir);
}
}
```