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# Quaternion.LookRotation

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public static function LookRotation(forward: Vector3, upwards: Vector3 = Vector3.up): Quaternion;
public static Quaternion LookRotation(Vector3 forward, Vector3 upwards = Vector3.up);
public static function LookRotation(forward: Vector3, upwards: Vector3 = Vector3.up): Quaternion;
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.

Returns the computed quaternion. If used to orient a Transform, the Z axis will be aligned with `forward/` and the Y axis with `upwards` if these vectors are orthogonal. Logs an error if the forward direction is zero.

```	// Most of the time you can use:
// transform.LookAt instead	var target : Transform;
function Update () {
var relativePos = target.position - transform.position;
var rotation = Quaternion.LookRotation(relativePos);
transform.rotation = rotation;
}```
```using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
public Transform target;
void Update() {
Vector3 relativePos = target.position - transform.position;
Quaternion rotation = Quaternion.LookRotation(relativePos);
transform.rotation = rotation;
}
}
```