Rotate Vector to hit.normal only by set degrees
Hi all,
So as the title says I'm trying to rotate a vector to match a raycast hit.normal direction (in opposite direction) but only by a some setted degrees value.
Basically I spawn a projectile (bullet) and with calculations I get a normalized angle in degrees that must be subtracted to the projectile forward direction in order to "get closer" to the raycast hit.normal opposite direction (Any angle in degrees get's the job done).
I've used Vector3.RotateTowards (transform.forward, -hit.normal, normalizationAngle, 0.0f) but this snaps the projectile forwards motion to the hit.normal direction.
How can I subtract a certain value in degrees in order to achieve such vector rotation?
Thanks to all.
Here's an image if it helps understanding my problem.