返回两个旋转 a
和 b
之间的角度(以度为单位)。
示例:请考虑两个 GameObject(A 和 B)围绕第三个 GameObject (C) 移动的情况。从 C 到 A 和从 C 到 B 的线构成一个随时间变化的三角形。CA 和 CB 之间的角度为 Quaternion.Angle 提供的值。
using UnityEngine; using System.Collections;
// Calculates the angle (degrees) between // the rotation of this transform and target.
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { float angle = Quaternion.Angle(transform.rotation, target.rotation); } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.