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# Quaternion.RotateTowards

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マニュアルに切り替える
public static function RotateTowards(from: Quaternion, to: Quaternion, maxDegreesDelta: float): Quaternion;
public static Quaternion RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);

## Description

`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);
}
}
```