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Question by Jaex · Nov 03, 2014 at 02:18 PM · c#

Equivalent of "Degree to Vector2" in Unity

I'm using these math helper functions currently:

 public static class MathHelpers
 {
     public static Vector2 RadianToVector2(float radian)
     {
         return new Vector2(Mathf.Cos(radian), Mathf.Sin(radian));
     }

     public static Vector2 RadianToVector2(float radian, float length)
     {
         return RadianToVector2(radian) * length;
     }

     public static Vector2 DegreeToVector2(float degree)
     {
         return RadianToVector2(degree * Mathf.Deg2Rad);
     }

     public static Vector2 DegreeToVector2(float degree, float length)
     {
         return RadianToVector2(degree * Mathf.Deg2Rad) * length;
     }
 }

in my scripts.

Example:

 public class MoveScript : MonoBehaviour
 {
     public float Angle = 90f;
     public float Speed = 5f;

     private void Update()
     {
         Vector3 velocity = MathHelpers.DegreeToVector2(Angle, Speed);
         transform.position += velocity * Time.deltaTime;
     }
 }

But I bet there is built in way in Unity to accomplish this without requiring to use my MathHelpers class which I was using in XNA. But after searching for hours still can't find method which can convert degree to Vector2 or Vector3 in Unity.

So how can I convert degree to Vector2/Vector3 to be able to use it as velocity?

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Answer by Bunny83 · Nov 03, 2014 at 02:34 PM

Well, if you want to only use methods available in Unity you can use something ugly like this:

 Vector2 dir = (Vector2)(Quaternion.Euler(0,0,degree) * Vector2.right);

Even it's quite short, i would recommend to use similar helpers you used in XNA since a quaternion rotation would expand the quaternion to a 3x3 rotation matrix. This is better for performance:

 public static Vector2 RadianToVector2(float radian)
 {
     return new Vector2(Mathf.Cos(radian), Mathf.Sin(radian));
 }
  
 public static Vector2 DegreeToVector2(float degree)
 {
     return RadianToVector2(degree * Mathf.Deg2Rad);
 }
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Answer by robertbu · Nov 03, 2014 at 02:29 PM

A typical Unity way would be to use Vectors:

 Vector3 dir = Quaternion.AngleAxis(angle, Vector3.forward) * Vector3.right;

And you can cast the result to get a Vector2 if you want.

But for purely 2D calculations, your code may be faster. Note there is a Mathf.Deg2Rad, so for degrees you can do this without the extra function call:

  return new Vector2(Mathf.Cos(degree * Mathf.Degree2Rad), Mathf.Sin(degree * Mathf.Degree2Rad));
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avatar image nicmarxp · Jan 28, 2021 at 09:16 AM 0
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Great, except it's $$anonymous$$athf.Deg2Rad :)

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