Version: 2017.4
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Quaternion.LookRotation

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

Parameters

forwardThe direction to look in.
upwardsThe 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.
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.

#pragma strict
// You can also use transform.LookAt
public var target: Transform;
function Update() {
	var relativePos: Vector3 = target.position - transform.position;
	// the second argument, upwards, defaults to Vector3.up
	var rotation: Quaternion = Quaternion.LookRotation(relativePos, Vector3.up);
	transform.rotation = rotation;
}
// You can also use transform.LookAt

using 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; } }

See Also: SetLookRotation.

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