Version: 2022.1
LanguageEnglish
  • C#

Transform.LookAt

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void LookAt(Transform target);

Declaration

public void LookAt(Transform target, Vector3 worldUp = Vector3.up);

Parameters

target Object to point towards.
worldUp Vector specifying the upward direction.

Description

Rotates the transform so the forward vector points at /target/'s current position.

Then it rotates the transform to point its up direction vector in the direction hinted at by the worldUp vector. If you leave out the worldUp parameter, the function will use the world y axis. The up vector of the rotation will only match the worldUp vector if the forward direction is perpendicular to worldUp.

using UnityEngine;
// This complete script can be attached to a camera to make it
// continuously point at another object.

public class ExampleClass : MonoBehaviour { public Transform target;

void Update() { // Rotate the camera every frame so it keeps looking at the target transform.LookAt(target);

// Same as above, but setting the worldUp parameter to Vector3.left in this example turns the camera on its side transform.LookAt(target, Vector3.left); } }

Declaration

public void LookAt(Vector3 worldPosition);

Declaration

public void LookAt(Vector3 worldPosition, Vector3 worldUp = Vector3.up);

Parameters

worldPosition Point to look at.
worldUp Vector specifying the upward direction.

Description

Rotates the transform so the forward vector points at worldPosition.

Then it rotates the transform to point its up direction vector in the direction hinted at by the worldUp vector. If you leave out the worldUp parameter, the function will use the world y axis. The up vector of the rotation will only match the worldUp vector if the forward direction is perpendicular to worldUp.

using UnityEngine;

public class ExampleClass : MonoBehaviour { void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961