Angle in DEG including sign (pos/neg)?

Hah, thanks Neil! It’s good that someone knows the Unity API :slight_smile:

d.

I still keep forgetting that Vector.Angle() exists and end up using acos(dot(…)) instead. :wink:

For a more elegant solution to this problem, I thought I would post what people suggested in code form.

	var newAngle = Vector3.Angle(currentVector, desiredVector);
	var whichrotate = Vector3.Cross(currentVector,desiredVector);
	if (whichrotate.z < 0){
		newAngle = newAngle * -1;
	}

cheers!

for the future, the dot product of two vectors can very effective determine the “sign” you want of an angle as well.

	var angleFromForward = Vector3.Angle(transform.forward , directionToMove); //from straight, whats the angle we are going towards

	var leftRightVector = Vector3.Dot(transform.right , directionToMove);	 
  //if its + == right of the previous angle
  //if its - == left