In Vector math and translations we can do:
dir = (v1 - v2).norm
v1.translate(dir * 50) so
v1 moves to the
Here's my attempt, but it doesn't work, probably from some obvious reasons.
Vector3 initial = ob1.transform.rotation.eulerAngles; // get it's initial rotation ob1.Rotate(new Vector3(0,0,90)); // rotate Vector3 after = ob1.transform.rotation.eulerAngles; // store new rotation ob1.Rotate(new Vector3(0,0,-90)); // rotate back to initial // here I need to calculate the direction so I can do rotate(dir * 50); or something similar
I need to get the rotation direction, so I can rotate the object continously with direction, not with a fixed desired angle value.
To be super clear, I need to get this blue line direction:
The object is initially rotated by
I need to rotate it around it's center (green axis).
I know I can do
logo1.transform.RotateAround(logo1.transform.position, logo1.transform.up, 80); and it works, but I need the direction from this, so I can use it in Tweening.