Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Closetarget | Object to point towards. |
worldUp | Vector specifying the upward direction. |
Rotates the transform so the forward vector points at /target/'s current position.
Then it rotates the transform to point its up direction vector in the direction hinted at by the worldUp
vector.
If you leave out the worldUp
parameter, the function will use the world y axis. The up vector of the rotation will only match the worldUp
vector if the forward direction is perpendicular to worldUp
.
using UnityEngine; // This complete script can be attached to a camera to make it // continuously point at another object.
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { // Rotate the camera every frame so it keeps looking at the target transform.LookAt(target);
// Same as above, but setting the worldUp parameter to Vector3.left in this example turns the camera on its side transform.LookAt(target, Vector3.left); } }
worldPosition | Point to look at. |
worldUp | Vector specifying the upward direction. |
Rotates the transform so the forward vector points at worldPosition
.
Then it rotates the transform to point its up direction vector in the direction hinted at by the worldUp
vector.
If you leave out the worldUp
parameter, the function will use the world y axis. The up vector of the rotation will only match the worldUp
vector if the forward direction is perpendicular to worldUp
.
using UnityEngine;
public class ExampleClass : MonoBehaviour { public Transform target;
void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); } }