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I need to decide if I want something to swivel left or right towards my target. Currently, angle only seems to return positive values. I need to find out, if two objects are level, if I need to add angles to the y rotation of my object, or subtract angles in order for it to eventually face towards my target. Is there a straightforward function in Unity I've overlooked?
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You can use Mathf.Atan2 to compute the angle between 2D vectors. This only works for 2d rotations though, however often that's all you need even in a 3d game. Eg:
However, the "angle" will be in radians, not degrees, so you most probably want to convert it to degrees before using it, like this:
This should give you the target angle in the range -180 to 180 degrees. It helps me too. Thanks.
Mar 13 '11 at 11:46 AM
mrde
Duck, you're a genius! I spend several hours trying to acomplish angle calculations to rotate enemy towrads waypoint! in 2 damn fantastic lines! 1000 times THANKS!
Jun 13 '11 at 06:44 PM
BLF-Games
After DAYS of searching, I found the solution! Thank you, Ben Pitt! Finally somebody answers this question without telling the person that their question "doesn't make sense."
Jul 30 '12 at 07:38 AM
SergeantBiscuits
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You can test to see if the angle returned it more than 180 and then reverse the rotation your self (-360). Something like: Angle will give you a value of at most 180 degrees.
Apr 23 '10 at 02:34 PM
Horsman
This the common-sense solution. Some people try too hard.
Mar 22 '11 at 03:08 AM
Antitheory
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A nice trick for 3d: the cross product of two vectors is a vector quantity with a magnitude equal to the product of the magnitudes of the two vectors times the sine of the angle between them. So for two normalised vectors:
The resulting vector can be used as an axis for rotation between the two input vectors. Thanks for this info, MGB
May 06 '10 at 03:44 PM
jc_lvngstn 1
whhhaatt? what does cross product do? why is it useful? How can this be applied to posative / negative angles?
Jan 01 '12 at 04:04 AM
1337GameDev
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