LookAt
Create a "look at" matrix.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
LookAt(Vector3, Vector3, Vector3)
Create a "look at" matrix.
public static Matrix4x4 LookAt(Vector3 from, Vector3 to, Vector3 up)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 | The resulting transformation matrix. |
Remarks
Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.
The resulting matrix corresponds to .
Matrix4x4.TRS(from, Quaternion.LookRotation(to-from, up), Vector3.one)Additional Resources: Matrix4x4.TRS, Quaternion.LookRotation, Camera.worldToCameraMatrix, CommandBuffer.SetViewMatrix.
LookAt(Vector3, Vector3, Vector3)
Create a "look at" matrix.
public static Matrix4x4 LookAt(in Vector3 from, in Vector3 to, in Vector3 up)
Parameters
Returns
Type | Description |
|---|---|
| Matrix4x4 | The resulting transformation matrix. |
Remarks
Given a source point, a target point, and an up vector, computes a transformation matrix that corresponds to a camera viewing the target from the source, such that the right-hand vector is perpendicular to the up vector.
The resulting matrix corresponds to .
Matrix4x4.TRS(from, Quaternion.LookRotation(to-from, up), Vector3.one)Additional Resources: Matrix4x4.TRS, Quaternion.LookRotation, Camera.worldToCameraMatrix, CommandBuffer.SetViewMatrix.