Version: 2022.3
言語: 日本語
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 the magnitude of forward is zero.
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 forwards 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; } }

関連項目: SetLookRotation.