Hello,

I’m stuck with an issue for few days now and can’t manage to find the solution, could you guys help me ?

**What I’m trying to do ?**

So I’m trying to calculate a path from one point to another using trigonometry. Starting from point A, I want to go to point B, C, D or E.

```
float Movespeed = 1;
Vector3 CurrentPos = A.transform.position;
Vector3 FinalPos = B.transform.position;
float opp ;
float adj ;
float hyppo ;
float radianS ;
float radianC ;
float NewMoveX;
float NewMoveZ;
// calculating hyppothenuse, opposite and adjascent values
opp = FinalPos.z - CurrentPos.z;
adj = FinalPos.x - CurrentPos.x;
hyppo = Mathf.Sqrt(opp * opp + adj * adj);
// calculating radian angle from A
radianS = Mathf.Asin(opp / hyppo);
radianC = Mathf.Acos(adj / hyppo);
// if opposite side is = 0, use arc-cosinus instead of arc-sinus for calculation
if (opp != 0f)
{
currRadian = radianS ;
}
else
{
currRadian = radianC ;
}
// Calculating 1 step in target direction
NewMoveX = Mathf.Cos (currRadian) * Movespeed;
NewMoveZ = Mathf.Sin (currRadian) * Movespeed;
Vector3 NewMoveVector = new Vector3(CurrentPos.x + NewMoveX, 0, CurrentPos.z + NewMoveZ);
```

So as you can see in this drawing, this calculation is working properly only if the target point position.x is >= to the A position.x (case point B and point C are working properly, case point D and point F are not working properly).

In this image, you can see that if I use my calculation in this case, trying to go from A to F, my path will go in the good direction on Z axis, but in the opposite direction on X axis

Thanks for any help.