Hi, I have a question about the Angle measurement method I need.

I have a and b vectors (both are for velocity addition, but it doesn’t matter), and t is the sum of both. To do some calculations, y need de alpha angle of the left side of the image. I could use Vector3.Angle, but it would return me the alpha angle of the right side of the image (I guess Unity treats every vector as a vector with origin in (0,0,0)). Actually the calculation is easy, both alpha angles are supplementaries, so I only have to do:

180 - Vector3.Angle(a,b)
My question is: does Unity actually treat vectors as having origin in the 0,0,0 coordinate or is it any way of moving the vector to have origin in another arbitrary coordinate? Thanks!

Vectors are coordinate points in this case in 3D space (well, measurement of direction and distance, but technicality) , to do that all the vectors are starting in the origin.

In unity you can never have the left side image. You always have two vectors and a sum vector. So I don’t understand what you’re aiming for here.

That’s what I was asking. So the left side image is how vectors would sum to get the resulting t vector (because t.x = a.x + b.x; t.y = a.y+ …), and the right side image is how Unity measures Vector3.Angle(a,b) because all vectors starts at the origin.

Thanks, I will use 180 - Vector3.Angle(a,b) to get the left image alpha angle.