Rotates a vector current
towards target
.
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 stop.// The target marker. var target: Transform; // Angular speed in radians per sec. var speed: float; function Update () { var targetDir = target.position - transform.position; // The step size is equal to speed times frame time. var step = speed * Time.deltaTime; var newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0); Debug.DrawRay(transform.position, newDir, Color.red); // Move our position a step closer to the target. transform.rotation = Quaternion.LookRotation(newDir); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Transform target; public float speed; void Update() { Vector3 targetDir = target.position - transform.position; float step = speed * Time.deltaTime; Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F); Debug.DrawRay(transform.position, newDir, Color.red); transform.rotation = Quaternion.LookRotation(newDir); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public target as Transform public speed as float def Update() as void: targetDir as Vector3 = (target.position - transform.position) step as float = (speed * Time.deltaTime) newDir as Vector3 = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0F) Debug.DrawRay(transform.position, newDir, Color.red) transform.rotation = Quaternion.LookRotation(newDir)