Direction Vector3 from a point and angle in eulers

Hello

I have a ball positioned as Vector3(x, x, x).

I was able to get the direction of the ball to the mouse clicked position with:

Vector3 direction = Direction (clickPos2 - startPos);

Where the method is:

public Vector3 Direction(Vector3 position) {
        return new Vector3(position.x / Length(position.x, position.y), position.y / Length(position.x, position.y), position.z);   
    }

Now I have an angle in eulers and I want that the ball goes to the direction of the angle.

But how I calculate it’

The game is played in 2d so actually only x and y is needed, z stays the same.

Mirza

No need for that function - mathematics will set you free:

Vector3 direction = clickPos2 - startPos;
float angle = Mathf.Atan2(direction.y, direction.x);

float xVelocity = Mathf.cos(angle) * speed;
float yVelocity = Mathf.sin(angle) * speed;

Hello,

thanks for answer.

I think you misunderstood the question a bit:

  1. I have a point x, y

  2. I have an angle of 45 in eulers.

  3. How do I get the direction vector of the point to the angle?

Mirza

Picture? Pictures are essential to communicating geometry questions.

So want the ball to roll in tha direction. I hav the angle and the ball position,
but dont know how to create a direction vector.

Mirza

If the angle is always relative to the 2d world axis and not relative to the direction of movement, just take the second part of @GroZZleR 's code. Cos(angle) will tell you how far to move in x-direction, sin(angle) how far in y-direction. The resulting direction vector will have the magnitude of 1. That’s why he also multiplied it by speed.