Hey, all,
I’m working on a pretty maths heavy game, which involves loads of calculations between vectors, but I’m having real issues with Vector3.Angle.
Every other frame, I get the same result as I got the previous frame, but as a negative version of the prior, like so:
Frame 1:
Angle = 180.5
Frame 2:
Angle = -0.5
Frame 3:
Angle = 180.5
Frame 4:
Angle = -0.5
At first I thought it was my code (obviously), but then I tried the following:
Angle = Vector3.Angle ( Vector3.up, Vector3.left );
Which gave the following results:
Frame 1:
Angle = 90
Frame 2:
Angle = 0;
Frame 3:
Angle = 90;
Frame 4:
Angle = 0;
This isn’t really much use to me, as I really need to know what the actual angle is or my calculations are all out.
Is this a bug? Or something I’m missing?
Anyone have any ideas how to get around it?
Cheers,
SB
