Version: 2019.1
public static Quaternion LookRotation (Vector3 forward, Vector3 upwards= Vector3.up);


forward前方向。Vector3(0, 0, 1) と同じ意味。
upwards上方向を定義するベクトルです。 Vector3(0, 1, 0) と同意。


指定された forwardupwards 方向に回転します。

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.

Returns identity if forward or upwards magnitude is zero.
Returns identity if forward and upwards are colinear.

// 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; } }

関連項目: SetLookRotation.