forward | The direction to look in. |
upwards | The vector that defines in which direction up is. |
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 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 forward
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; } }
See Also: SetLookRotation.