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Question by Arnold Drusev · Aug 11, 2014 at 10:56 AM · java

Even more angle problems.

Hi guys.

So I used Quaternion.Angle here to get the angle between 2 vectors also by including rotation, so now my problem is that when the player moves around the other object the angle changes. Is there a way to get get an angle just from the player rotation and the other object rotation, without including the position of the 2 vectors. Hope you understand.

So here is my script so far:

 targetAngle = Quaternion.Angle(transform.rotation,playerTarget.transform.rotation);
 if(engaged==true && targetAngle >= 120)
 {
 //The rest of the shooting script. Not needed here.
 }

I used 120 here becouse I used debug.log and it seemed good... untill i started moving around. Any clues?

-Arnold out.

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avatar image christoph_r · Aug 11, 2014 at 12:10 PM 0
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Wait, the rotation of playerTarget doesn't change and neither does your object's rotation? In that case, targetAngle must be the same. If it changes, one of the rotations/quaternions most definitely changes. The game objects' relative positions do not change the outcome of Quaternion.Angle, as it takes the angle of two quaternions, which solely describe a rotation in Unity, as opposed to getting the angle between vectors.

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