Hi, Am wondering if anyone could help me with some math if possible.
Am trying to calculate the angle differency between my “vision” (Camera Y) and direction between objectPosition - myPosition,
I got help with this math so am not 100% sure if I know it outside in(my school math havent cover this section yet/or if it even will), from a little googling I found this
http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm
with
angle = acos(v1•v2)
and I also found
http://answers.unity3d.com/questions/119313/Calculating-the-Angle-between-two-vectors.html
Even thou I remade my formular exactly the same it still won’t work. my camera won’t get any different value except 1 after the normalizing,although I get the 0>360 value from the rotation.
I am currently using the first person unity standard script that is NOT modified by any means.
But I know I get the correct input from the rotation and it does indeed change.
I know that normalizing is suppose to “minimize” vector into a |1| direction vector.(I think)
Help and some explanation would be awesome >.<
I tried to do this after I googled. My viewDirection always stays 1 after normalizing,
viewDirection = transform.eulerAngles;
objectDirection = transform.position;
viewDirection.Normalize();
objectDirection.Normalize();
d = Mathf.Acos(Vector3.Dot(viewDirection,objectDirection));
d *= Mathf.Rad2Deg;
you haven't learned everything about trig in high school math ? that' amazing I urge you to (A) leave a note at your school "You are all idiots, goodbye" (B) do nothing but study math, hard, for three months. you will then know everything about math. unless you are incredibly good at math, you have very little power in the world. math is power. Good luck!
– Fattie