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public static float MoveTowardsAngle (float current, float target, float maxDelta);


Lo mismo que MoveTowards pero se asegura que los valores se interpolan correctamente cuando se envuelven alrededor de 360 grados.

Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.

using UnityEngine;

public class Example : MonoBehaviour { float target = 270.0f; float speed = 45.0f;

void Update() { float angle = Mathf.MoveTowardsAngle(transform.eulerAngles.y, target, speed * Time.deltaTime); transform.eulerAngles = new Vector3(0, angle, 0); } }