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Unity Engine


LookAt

Rotates the transform so the forward vector points at target's current position.
Read time 3 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

LookAt(Transform, Vector3)

Rotates the transform so the forward vector points at target's current position.
public void LookAt(Transform target, Vector3 worldUp)

Parameters

target

Object to point towards.

worldUp

Vector specifying the upward direction.

Remarks

Then it rotates the transform to point its up direction vector in the direction determined by the
worldUp
parameter. 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
.

Examples

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); }}

LookAt(Transform)

Rotates the transform so the forward vector points at target's current position.
public void LookAt(Transform target)

Parameters

target

Object to point towards.

Remarks

Then it rotates the transform to point its up direction vector in the direction determined by the
worldUp
parameter. 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
.

Examples

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); }}

LookAt(Vector3, Vector3)

Rotates the transform so the forward vector points at
worldPosition
.
public void LookAt(Vector3 worldPosition, Vector3 worldUp)

Parameters

worldPosition

Point to look at.

worldUp

Vector specifying the upward direction.

Remarks

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
.

Examples

using UnityEngine;public class ExampleClass : MonoBehaviour{ void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); }}

LookAt(Vector3)

Rotates the transform so the forward vector points at
worldPosition
.
public void LookAt(Vector3 worldPosition)

Parameters

worldPosition

Point to look at.

Remarks

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
.

Examples

using UnityEngine;public class ExampleClass : MonoBehaviour{ void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); }}