# getAxis to rotation

Hey,

I would like to convert an Axis value like x1 y1 to an angle value like 45 degrees. Atm i "solved" this with a long if else but there has to be a better way of doing it?

thanks!

``````if (horAxis > 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,0);
}else if (horAxis < 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,180);
}

if (verAxis >0)
{
crossHair.rotation = Quaternion.Euler (0, 0,90);
}else if (verAxis <0)
{
crossHair.rotation = Quaternion.Euler (0, 0,-90);
}

if (horAxis > 0 && verAxis > 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,45);
}
if (horAxis < 0 && verAxis < 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,-135);
}
if (horAxis > 0 && verAxis < 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,-45);
}
if (horAxis < 0 && verAxis > 0)
{
crossHair.rotation = Quaternion.Euler (0, 0,135);
}

``````

If it's just two values representing a 2d vector (as in your example, x=1, y=1), you can use the Atan2 function provided in the Mathf collection of functions like this:

``````crossHair.rotation = Mathf.Atan2( horAxis, verAxis ) * Mathf.Rad2Deg;

``````

Notice that you need to multiply the result by a special constant called Rad2Deg, because the result of Atan2 is in radians, wheras rotation values in Unity are measured in degrees.

You may find that you need to swap the input around or invert the values to get the final desired rotation, eg: (-verAxis, horAxis) or something similar.

If you're not interested in the angle value and just want a quaternion, you can also use Quaternion.LookRotation() or Quaternion.FromToRotation().