Parameter | Description |
---|---|
forward | The direction to look in, in world coordinates. |
upwards | The vector that defines in which direction up is, in world coordinates. |
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.
If the forward
vector is zero, the method logs an error in the console and returns identity
.
If forward
and upwards
are colinear, or if the magnitude of upwards
is zero, the result is the same as Quaternion.FromToRotation with fromDirection
set to the positive Z-axis (0, 0, 1) and toDirection
set to the normalized forward
direction.
// 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; } }
Additional resources: SetLookRotation.