# what is wrong with my Vector3.Angle() code?

when this code is run, the variable mydirection says 90 degrees, instead of the 0 degrees that it should show. Why is this? I have already spent days hitting my head against the wall, so any input would be great.

``````AssemblyCSharp.locData[] myList = new AssemblyCSharp.locData;

//A list of an object called locData

// x   z
AssemblyCSharp.locData holla = new AssemblyCSharp.locData(7.57,-.84);
myList = holla;

//the part below is where I think the problem is, did I misuse the Vector3.Angle() method?

mydirection = Vector3.Angle((new Vector3((float)myList[stop].getx(),0f,(float)myList[stop].getz())-transform.position),transform.up);
``````

Why would you expect 0?

Your vector, from which you subtract your position, is only in the x-z-plane, so it’s naturally exactly 90° to the upvector which is (0, 1, 0) for a nonrotated object.

I guess direction is a float? What is it supposed to store? The direction as angle? if so you’re doing it totally wrong Are you sure that you actually need the angle? Usually you work with vectors all the time.

Vector3.Angle always returns a positive angle since there is no clear sign between two arbitrary vectors in 3D space. You might want to use Mathf.Atan2:

``````Vector3 dir = new Vector3((float)myList[stop].getx(),0f,(float)myList[stop].getz()) - transform.position;

float angle = Mathf.Atan2(dir.z, dir.x) * Mathf.Rad2Deg;
``````

ps: I’m a bit confused about your custom class “locData”. Besides that the type starts with a lowercase letter, it seems strange that you have to cast it to float and that you have to query x and z seperately… Any insight what this class (or struct?) is used for?

Is the containing namespace / class really called “AssemblyCSharp” ?