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Question by ODoodle · Jan 21, 2018 at 06:24 PM · vectorangles

Why is Vector2.Angle() returning 90 regardless of input for me?

Hey all,

Fairly new to Unity and just trying to calculate the angle between a point of origin and a target in 2D space. The code I'm using is:

 public class BrokenThing : MonoBehaviour 
 {
     public GameObject player;
 
     void Update () {
         Vector2 offset = player.transform.position;
 
         Vector2 origin = new Vector2(0, 0) + this.offset;
         Vector2 target = new Vector2(0, 0);
         float angle = Vector2.Angle(origin, target);
         
         Debug.Log(angle);
     }
 }

I would expect that when player moves around the angle would update but as it stands the angle always returns 90. I can also see that the x and y values for origin are changing as the player moves around the environment. Could someone let me know where I'm going wrong?

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Answer by Backside2357 · Jan 21, 2018 at 08:31 PM

The problem is that Vector2(0, 0) is not a vector, but the origin point. So any other vector that is not also zero, is perpendicular to this point, so 90 degrees makes sense. Try something like Vector2(1, 0) instead.

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avatar image ODoodle · Jan 22, 2018 at 12:29 PM 0
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Ah I see my mistake. I assumed that points and vectors were synonymous but I think now that vectors refer to from origin to the x y coordinates.

That would explain always getting 90. Thanks for your help :)

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