Version: 2019.4
public static Matrix4x4 LookAt (Vector3 from, Vector3 to, Vector3 up);


fromThe source point.
toThe target point.
upThe vector describing the up direction (typically Vector3.up).


Matrix4x4 The resulting transformation matrix.


Create a "look at" matrix.

Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.

The resulting matrix corresponds to Matrix4x4.TRS(from, Quaternion.LookRotation(to-from, up),

See Also: Matrix4x4.TRS, Quaternion.LookRotation, Camera.worldToCameraMatrix, CommandBuffer.SetViewMatrix.