Unity向量夹角

三维向量夹角

Vector3 relative = transform.InverseTransformPoint(target.position);
float angle = Mathf.Atan2(relative.x, relative.z) * Mathf.Rad2Deg;
transform.Rotate(0, angle, 0);

二维向量夹角 (v1和v2为两个向量)

Vector3 cross = Vector3.Cross(v1, v2);
float angle = Vector2.Angle(v1, v2);
angle = cross.z > 0 ? -angle : angle;     //unity左手定则,求出夹角

原文地址:https://www.cnblogs.com/ZhiXing-Blogs/p/7682933.html