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Question by wolga2 · Apr 22, 2015 at 12:15 PM · quaternionlookrotationy-axisdegrees

How many degrees must object turn in y-axis to face target?

Hi!

I have a player object and a target object. By clicking I can set the target object to any location in the scene. The player object turns then towards the target in y-Axis with Quaternion.LookRotation. I want the turning speed of the player to be in relation to how many degrees he has to turn in y-Axis when the target is stet to a new location. How can I get the amount of degrees in y-Axis the player will have to turn to a new set target? Thank you!

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Answer by JinJin · Apr 23, 2015 at 10:12 AM

Use this function. It was written with assumption that the vectors are in the XZ plane (that is why it checks cross.y for the sign).

Vector3 one = playerObject.transform.forward;

Vector3 two = targetObject.transform.position - playerObject.transform.position;

    /// <summary>
    /// Angle between vectors from -179 to 180.
    /// </summary>
    /// <returns>From -179 to 180.</returns>
    /// <param name="one">One.</param>
    /// <param name="two">Two.</param>
    public static float AngleBetweenVectors(Vector3 one, Vector3 two)
    {
       float a = one.sqrMagnitude;
       float b = two.sqrMagnitude;
       if (a > 0.0f && b > 0.0f)
       {
          float angle = Mathf.Acos(Vector3.Dot(one, two) / Mathf.Sqrt(a * b)) * 180.0f / Mathf.PI;
          
          Vector3 cross = Vector3.Cross(one, two);
          //float sign = Mathf.Min( Mathf.Min(cross.x, cross.y), cross.z );
          float sign = cross.y;
          if (sign < 0.0f)
             return -angle;
          else
             return angle;
       }
       return 0.0f;
    }
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avatar image wolga2 · Apr 23, 2015 at 12:37 PM 0
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works perfectly, thank you so much!! :)

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