Transform.LookAt

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Declaration

public void LookAt(Transform target);

Declaration

public void LookAt(Transform target, Vector3 worldUp = Vector3.up);

Parameters

target Object to point towards.
worldUp Vector specifying the upward direction.

Description

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); } }

Declaration

public void LookAt(Vector3 worldPosition);

Declaration

public void LookAt(Vector3 worldPosition, Vector3 worldUp = Vector3.up);

Parameters

worldPosition Point to look at.
worldUp Vector specifying the upward direction.

Description

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 { void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); } }

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