# RotateTowards(Vector3, Vector3, float, float)

> Rotates a vector current towards target.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static Vector3 RotateTowards(Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta)
```

### Parameters

**** (\[Vector3]\(/engine/6000.0/script-reference/unityengine/vector3)): The vector being managed.**** (\[Vector3]\(/engine/6000.0/script-reference/unityengine/vector3)): The vector.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The maximum angle in radians allowed for this rotation.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The maximum allowed change in vector magnitude for this rotation.

### Returns

| Type                                                              | Description                                |
| ----------------------------------------------------------------- | ------------------------------------------ |
| [Vector3](/engine/6000.0/script-reference/unityengine/vector3.md) | The location that RotateTowards generates. |

### Remarks

This function is similar to [Vector3.MoveTowards](/engine/6000.0/script-reference/unityengine/vector3/movetowards.md) except that the vector is treated as a direction rather than a position. The current vector will be rotated round toward the target direction by an angle of maxRadiansDelta, although it will land exactly on the target rather than overshoot. If the magnitudes of current and target are different, then the magnitude of the result will be linearly interpolated during the rotation. If a negative value is used for maxRadiansDelta, the vector will rotate away from  target until it is pointing in exactly the opposite direction, then stops.

Additional Resources: [Quaternion.RotateTowards](/engine/6000.0/script-reference/unityengine/quaternion/rotatetowards.md).

### Examples

```csharp
using UnityEngine;

// To use this script, attach it to the GameObject that you would like to rotate towards another game object.
// After attaching it, go to the inspector and drag the GameObject you would like to rotate towards into the target field.
// Move the target around in the scene view to see the GameObject continuously rotate towards it.
public class Example : MonoBehaviour
{
    // The target marker.
    public Transform target;

    // Angular speed in radians per sec.
    public float speed = 1.0f;

    void Update()
    {
        // Determine which direction to rotate towards
        Vector3 targetDirection = target.position - transform.position;

        // The step size is equal to speed times frame time.
        float singleStep = speed * Time.deltaTime;

        // Rotate the forward vector towards the target direction by one step
        Vector3 newDirection = Vector3.RotateTowards(transform.forward, targetDirection, singleStep, 0.0f);

        // Draw a ray pointing at our target in
        Debug.DrawRay(transform.position, newDirection, Color.red);

        // Calculate a rotation a step closer to the target and applies rotation to this object
        transform.rotation = Quaternion.LookRotation(newDirection);
    }
}
```
