from | The vector from which the angular difference is measured. |
to | The vector to which the angular difference is measured. |
axis | A vector around which the other vectors are rotated. |
Returns the signed angle in degrees between from
and to
.
The smaller of the two possible angles between the two vectors is returned, therefore the result will never be greater than 180 degrees or smaller than -180 degrees.
If you imagine the from and to vectors as lines on a piece of paper, both originating from the same point, then the axis
vector would point up out of the paper.
The measured angle between the two vectors would be positive in a clockwise direction and negative in an anti-clockwise direction.
#pragma strict public var target: Transform; function Update() { var targetDir: Vector3 = target.position - transform.position; var forward: Vector3 = transform.forward; var angle: float = Vector3.SignedAngle(targetDir, forward, Vector3.up); if (angle < -5.0F) print("turn left"); elseif (angle > 5.0F) print("turn right"); else print("forward"); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { Vector3 targetDir = target.position - transform.position; Vector3 forward = transform.forward; float angle = Vector3.SignedAngle(targetDir, forward, Vector3.up); if (angle < -5.0F) print("turn left"); else if (angle > 5.0F) print("turn right"); else print("forward"); } }
See Also: Angle function.
Did you find this page useful? Please give it a rating: