Quaternion.LookRotation
public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up);
Parameters
forward | The direction to look in. |
---|---|
upwards | The vector that defines in which direction up is. |
Description
Creates a rotation with the specified forward
and upwards
directions.
Z axis will be aligned with forward
, X axis aligned with cross product between forward
and upwards
, and Y axis aligned with cross product between Z and X.
Returns identity if forward
or upwards
magnitude is zero.
Returns identity if forward
and upwards
are colinear.
// You can also use transform.LookAtusing UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour
{
public Transform target; void Update()
{
Vector3 relativePos = target.position - transform.position; // the second argument, upwards, defaults to Vector3.up
Quaternion rotation = Quaternion.LookRotation(relativePos, Vector3.up);
transform.rotation = rotation;
}
}