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

파라미터

forwardThe direction to look in.
upwardsThe vector that defines in which direction up is.

설명

Creates a rotation with the specified forward and upwards directions.

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; } }

See Also: SetLookRotation.

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