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.
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; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Transform def Update() as void: relativePos as Vector3 = (target.position - transform.position) rotation as Quaternion = Quaternion.LookRotation(relativePos) transform.rotation = rotation
See Also: SetLookRotation.