forward | The direction to look in. |
upwards | The vector that defines in which direction up is. |
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.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.