Returns the angle in radians whose Tan is y/x
.
Return value is the angle between the x-axis and a 2D vector starting at zero and terminating
at (x,y).
Note: This function takes account of the cases where x is zero and returns the
correct angle rather than throwing a division by zero exception.
#pragma strict // Usually you use transform.LookAt for this. // But this can give you more control over the angle public var target: Transform; function Update() { var relative: Vector3 = transform.InverseTransformPoint(target.position); var angle: float = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg; transform.Rotate(0, angle, 0); }
// Usually you use transform.LookAt for this. // But this can give you more control over the angle
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { Vector3 relative = transform.InverseTransformPoint(target.position); float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg; transform.Rotate(0, angle, 0); } }