Parameter | Description |
---|---|
view | The direction to look in. |
up | The vector that defines in which direction up is. |
Creates a rotation with the specified forward
and upwards
directions.
Modifies the current quaternion to have the specified forward
and upwards
directions.
This method updates the existing quaternion in place, unlike Quaternion.LookRotation which returns a new quaternion.
If used to orient a Transform, the Z axis is aligned with the forward
direction vector
and the Y axis with the upwards
direction vector, assuming these vectors are orthogonal.
Logs an error if the forward direction is zero.
Additional resources: LookRotation.
using UnityEngine;
// This example demonstrates the SetLookRotation method, // and describes its key difference from the LookRotation method. public class Quaternions : MonoBehaviour { void Start() { Vector3 direction = Vector3.right;
// Method 1: LookRotation - a static method that created a new quaternion Quaternion newRotation = Quaternion.LookRotation(direction); Debug.Log($"LookRotation creates new: {newRotation}");
// Method 2: SetLookRotation - an instance method that modifies an existing quaternion Quaternion existingRotation = Quaternion.identity; Debug.Log($"Before SetLookRotation: {existingRotation}"); // Modifies in place existingRotation.SetLookRotation(direction); Debug.Log($"After SetLookRotation: {existingRotation}");
// Both produce the same result, but use different approaches: Debug.Log($"Results are equal: {newRotation.Equals(existingRotation)}");
// Usage patterns: // LookRotation: direct assignment transform.rotation = Quaternion.LookRotation(direction);
// SetLookRotation: modify then assign Quaternion rotation = transform.rotation; rotation.SetLookRotation(direction); transform.rotation = rotation; } }