Legacy Documentation: Version 5.2
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Quaternion.LookRotation

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

Parameters

forward The direction to look in.
upwards The vector that defines in which direction up is.

Description

Creates a rotation with the specified forward and upwards directions.

Returns the computed quaternion. If used to orient a Transform, the Z axis will be aligned with forward/ and the Y axis with upwards if these vectors are orthogonal. Logs an error if the forward direction is zero.

	// Most of the time you can use:
	// transform.LookAt instead

var target : Transform; function Update () { var relativePos = target.position - transform.position; var rotation = Quaternion.LookRotation(relativePos); transform.rotation = rotation; }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; void Update() { Vector3 relativePos = target.position - transform.position; Quaternion rotation = Quaternion.LookRotation(relativePos); transform.rotation = rotation; } }

See Also: SetLookRotation.

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