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Unity Engine


RotateTowards

Rotates a vector current towards target.
Read time 3 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

RotateTowards(Vector3, Vector3, float, float)

Rotates a vector
current
towards
target
.
public static Vector3 RotateTowards(Vector3 current, Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta)

Parameters

current

The vector being managed.

target

The vector.

maxRadiansDelta

The maximum angle in radians allowed for this rotation.

maxMagnitudeDelta

The maximum allowed change in vector magnitude for this rotation.

Returns

Type

Description

Vector3The location that RotateTowards generates.

Remarks

This function is similar to Vector3.MoveTowards 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.

Examples

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); }}

RotateTowards(Vector3, Vector3, float, float)

Rotates a vector
current
towards
target
.
public static Vector3 RotateTowards(in Vector3 current, in Vector3 target, float maxRadiansDelta, float maxMagnitudeDelta)

Parameters

current

The vector being managed.

target

The vector.

maxRadiansDelta

The maximum angle in radians allowed for this rotation.

maxMagnitudeDelta

The maximum allowed change in vector magnitude for this rotation.

Returns

Type

Description

Vector3The location that RotateTowards generates.

Remarks

This function is similar to Vector3.MoveTowards 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.

Examples

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); }}