go towards rotation unity code example
Example: unity go towards
transform.position = Vector3.MoveTowards(transform.position, target.position, speed);
To better understand :
using UnityEngine;
using System.Collections;
// Vector3.MoveTowards example.
// A cube can be moved around the world. It is kept inside a 1 unit by 1 unit
// xz space. A small, long cylinder is created and positioned away from the center of
// the 1x1 unit. The cylinder is moved between two locations. Each time the cylinder is
// positioned the cube moves towards it. When the cube reaches the cylinder the cylinder
// is re-positioned to the other location. The cube then changes direction and moves
// towards the cylinder again.
//
// A floor object is created for you.
//
// To view this example, create a new 3d Project and create a Cube placed at
// the origin. Create Example.cs and change the script code to that shown below.
// Save the script and add to the Cube.
//
// Now run the example.
public class Example : MonoBehaviour
{
// Adjust the speed for the application.
public float speed = 1.0f;
// The target (cylinder) position.
private Transform target;
void Awake()
{
// Position the cube at the origin.
transform.position = new Vector3(0.0f, 0.0f, 0.0f);
// Create and position the cylinder. Reduce the size.
GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
Camera.main.transform.position = new Vector3(0.85f, 1.0f, -3.0f);
// Grab cylinder values and place on the target.
target = cylinder.transform;
target.transform.localScale = new Vector3(0.15f, 1.0f, 0.15f);
target.transform.position = new Vector3(0.8f, 0.0f, 0.8f);
// Position the camera.
Camera.main.transform.position = new Vector3(0.85f, 1.0f, -3.0f);
Camera.main.transform.localEulerAngles = new Vector3(15.0f, -20.0f, -0.5f);
// Create and position the floor.
GameObject floor = GameObject.CreatePrimitive(PrimitiveType.Plane);
floor.transform.position = new Vector3(0.0f, -1.0f, 0.0f);
}
void Update()
{
// Move our position a step closer to the target.
float step = speed * Time.deltaTime; // calculate distance to move
transform.position = Vector3.MoveTowards(transform.position, target.position, step);
// Check if the position of the cube and sphere are approximately equal.
if (Vector3.Distance(transform.position, target.position) < 0.001f)
{
// Swap the position of the cylinder.
target.position *= -1.0f;
}
}
}