- Home /

# Angle between two lines in 2D

Hey, I've got a problem dealing with the Vector2.Angle and the Vector3.Angle The thing is during runtime I define three points A,B and C which are in 2D world.

and eventually two lines will be used , (A,B) and (B,C) I'm trying to figure out the angle between those two lines. I've tried Vector2.Angle(B-A,C-B) and bunch of others, but I think I don't understand the essential concept of the Angle() method.

The picture will illustrate my point! Click Here

how to calculate Alpha ??

Thanks for your time

**Answer** by rutter
·
Jun 24, 2014 at 07:04 PM

So you're describing a shape like this?

It's important to note that vectors have both length *and* direction. The vector from A to B is *not* the same as the vector from B to A. They have equal length, but opposite direction.

So, this bit:

```
Vector2.Angle(B-A,C-B)
```

That's not running the comparison you might expect, because one of your vectors is pointing "backwards". You end up calculating the *supplementary* angle:

So, what you probably want is this:

```
Vector2.Angle(B-A, B-C);
```

**Answer** by Zoodinger
·
Jun 24, 2014 at 01:24 PM

The dot product between two vectors returns the cosine of the angle.

```
float dot = Vector2.Dot(A, B);
float angleInRadians = Mathf.Acos(dot);
float angle = Mathf.Rad2Deg(angleInRadians); //to degrees
```

**Note:** A and B need to be NORMALIZED for this to work!

Keep in mind that this will only produce angles between 0 and 180 degrees. You'll need to do some additional trickery to compensate for that. For 2d vectors this is not too hard:

```
Vector3 cross = Vector3.Cross(new Vector3(A.x, A.y, 0), new Vector3(B.x, B.y, 0));
```

cross.z will be positive if the rotation is clockwise or negative if the rotation is counter-clockwise. Or the other way around, I'm not sure :P. Either way, you'll be able to figure out what to do in case you want to detect angles larger than 180 degrees.

**Answer** by Ankit Priyarup
·
Jun 24, 2014 at 03:14 PM

It's very simple with physics. Let two lines be vector a and vector b then the angle cos theta will equal to A.B(dot product)/a mode cross product to b mode.

### Your answer

### Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.