Rotation along bezier curve: not rotating enough


I tried to rotate my object as it moves along a bezier curve. But it does not rotate enough, the angle is too low, it goes up to 6 instead of 90 for example, as you can see on this image (the y eulerAngle is at 6, I would expect it to be around 90 with this curve) :


Would you know why it does this? And how to make the rotation toward the next point?

Here is the code : (I am comparing x and z to get the angle, and adding the angle to eulerAngles.y so that it rotates around the y axis)

void Update () {
		//restart the movement
		if ( Input.GetKey("d") ) start = true;
		if ( start ){
			myTime = Time.time;
			start = false;
		float theTime = (Time.time - myTime) *0.5f;
		if ( theTime < 1 ) {
			car.position = Spline.Interp( myArray, theTime );//creates the bezier curve
			counterBezier += Time.deltaTime;
			//compare 2 positions after 0.1f ** HERE **
			if ( counterBezier > 0.1f ){
				counterBezier = 0;
				cbDone = false;
				newpos = car.position;
				float angle = Mathf.Atan2(newpos.z - oldpos.z, newpos.x - oldpos.x);
				angle += car.eulerAngles.y;				
				car.eulerAngles = new Vector3(0,angle,0);
			else if ( counterBezier > 0 && !cbDone ){
				oldpos = car.position;
				cbDone = true;


The major issue is that Mathf.Atan2() returns radians, so you need to multiply the result by Mathf.Rad2Deg. But even with this fix, I don’t think the rest of your code will give you want you want. Let me suggest an alternate solution:

Vector3 v3 = newPos - oldPos;
v3.y = 0.0f;
transform.rotation = Quaternion.LookRotation(v3);