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Question by Carlz · Mar 31, 2016 at 12:19 PM · 2d game2d rotation

Problem with calculating angle between 2 Vectors

What I want to do is rotate a archer while dragging a circle in a 2D game to set up the initial direction of the shot. For this purpose I calculate the aimVector:

 aimVector = anchor.transform.position - GetComponent<Transform>().position;

...and the angle between this vector and (1,0).:

 float angle = Vector2.Angle(aimVector,Vector2.right); 

Finally, I set the rotation to the calculated angle:

 archer.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);


When I aim downwards everything works great: alt text

In this example the angle is -30 degrees and the rotation of the archer is 330.

But when I start to aim slightly upwards, the angle is still negative and therefore the archer is looking in the wrong direction:

alt text

In this case the angle is -13 degrees (still negative) and the rotation is 347 But when I move on, the angle is instantly positive and the rotation is now correct. The result is a not good looking change of the archers rotation from 347 to 15.

Does anyone know where this behaviour comes from?

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