Comments and answers for "how do i compare the angles of a rigid bodies velocity against its transform in one local axis"
http://answers.unity.com/questions/620563/how-do-i-compare-the-angles-of-a-rigid-bodies-velo.html
The latest comments and answers for the question "how do i compare the angles of a rigid bodies velocity against its transform in one local axis"Comment by owen.shepherd
http://answers.unity.com/comments/621872/view.html
ok so still struggling with thisâ€¦
managed to get the glider to rotate towards the direction of travel using:
float rotationTarget = Quaternion.LookRotation(rigidbody.velocity);
float actualSpeed = (rigidbody.velocity.magnitude * speed);
float step = (actualSpeed) * Time.deltaTime;
if ((AngleOfAttack > AOARotateTolerence) && (actualSpeed > speedRotateTolerence))
transform.rotation = Quaternion.RotateTowards(transform.rotation, rotationTarget, step);
but this doesn't give me any usable data like how far off is the direction of travel from the transforms Z axis in angle around x for exampleTue, 21 Jan 2014 07:02:36 GMTowen.shepherd