unity rotate towards
Quaternion.RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);
unity rotate towards
Quaternion.RotateTowards(Quaternion from, Quaternion to, float maxDegreesDelta);
rotate vector3 around pivot point unity
public Vector3 RotatePointAroundPivot(Vector3 point, Vector3 pivot, Vector3 angles) { return Quaternion.Euler(angles) * (point - pivot) + pivot; }
unity rotate around point
transform.RotateAround(point, axis, degrees);
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