/// <summary> /// Used to calculate the volume and r effects based on rotation of the <see cref="RemotePeer"/> relative to the <see cref="LocalPeer"/>. /// </summary> private void CalculateAngleToTarget() { Vector3 vectorToTarget = (PlayerLocation.GetPlayerLocation() - transform.position); float angleToTarget = Vector3.Angle(transform.forward, vectorToTarget); rotationToTargetPercent = 1 - (angleToTarget / 180); filterpercentage = minRotationalFilterPercentage + ((1 - minRotationalFilterPercentage) * rotationToTargetPercent); rotationToTargetPercent = minRotationalVolumePercentage + ((1 - minRotationalVolumePercentage) * rotationToTargetPercent); }