target | Object to point towards. |
worldUp | Vector specifying the upward direction. |
Rotates the transform so the forward vector points at target
's current position.
worldUp
vector.
If you leave out the worldUp
parameter, the function will use the world y axis.
worldUp
is only a hint vector. The up vector of the rotation will only match the worldUp
vector if the forward direction is perpendicular to worldUp
. // This complete script can be attached to a camera to make it
// continuously point at another object.
// The target
variable shows up as a property in the inspector.
// Drag another object onto it to make the camera look at it.
var target : Transform;
// Rotate the camera every frame so it keeps looking at the target
function Update() {
transform.LookAt(target);
}
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public Transform target; void Update() { transform.LookAt(target); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public target as Transform def Update() as void: transform.LookAt(target)
worldPosition | Point to look at. |
worldUp | Vector specifying the upward direction. |
Rotates the transform so the forward vector points at worldPosition
.
worldUp
vector.
If you leave out the worldUp
parameter, the function will use the world y axis.
worldUp
is only a hint vector. The up vector of the rotation will only match the worldUp
vector if the forward direction is perpendicular to worldUp
.// Point the object at the world origin transform.LookAt(Vector3.zero);
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Example() { transform.LookAt(Vector3.zero); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Example() as void: transform.LookAt(Vector3.zero)