private Quaternion getAngle(Vector2 p2) { // var angle = Mathf.Atan2(p2.y - p1.y, p2.x - p1.x) * 180 / Mathf.PI; var angle = Math3d.AngleBetweenVector2(AsUp, p2); return(Quaternion.AngleAxis(angle, AsForward)); }
private Quaternion getAngle(Vector2 p2) { // var angle = Mathf.Atan2(p2.y - p1.y, p2.x - p1.x) * 180 / Mathf.PI; var angle = Math3d.AngleBetweenVector2(AsUp, p2); return(Quaternion.AngleAxis(angle, AsForward)); }