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public static function RotateTowards(from: Quaternion, to: Quaternion, maxDegreesDelta: float): Quaternion;
public static Quaternion RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);



from から to への回転を得ます。

クォータニオン from は、maxDegreesDelta の角度の手順で to に回転します (ただし、回転しすぎることはできません)。 maxDegreesDelta の値に従うと、回転がちょうど反対の方向になるまで、to から離れることになります。

		// The object whose rotation we want to match.
	var target: Transform;
	// Angular speed in degrees per sec.
	var speed: float;
	function Update () {    
	    // The step size is equal to speed times frame time.
	    var step = speed * Time.deltaTime;
	    // Rotate our transform a step closer to the target's.
	    transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step);
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; public float speed; void Update() { float step = speed * Time.deltaTime; transform.rotation = Quaternion.RotateTowards(transform.rotation, target.rotation, step); } }