SetLookRotation
Creates a rotation with the specified forward and upwards directions.
Read time 2 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetLookRotation(Vector3, Vector3)
Creates a rotation with the specified and directions.
forwardupwardspublic void SetLookRotation(Vector3 view, Vector3 up)
Parameters
Remarks
Modifies the current quaternion to have the specified and directions.
forwardupwardsThis method updates the existing quaternion in place, unlike Quaternion.LookRotation which returns a new quaternion. If used to orient a Transform, the Z axis is aligned with the direction vector and the Y axis with the direction vector, assuming these vectors are orthogonal. Logs an error if the forward direction is zero.
forwardupwardsAdditional Resources: Quaternion.LookRotation.
Examples
using UnityEngine;// This example demonstrates the SetLookRotation method,// and describes its key difference from the LookRotation method.public class Quaternions : MonoBehaviour{ void Start() { Vector3 direction = Vector3.right; // Method 1: LookRotation - a static method that created a new quaternion Quaternion newRotation = Quaternion.LookRotation(direction); Debug.Log($"LookRotation creates new: {newRotation}"); // Method 2: SetLookRotation - an instance method that modifies an existing quaternion Quaternion existingRotation = Quaternion.identity; Debug.Log($"Before SetLookRotation: {existingRotation}"); // Modifies in place existingRotation.SetLookRotation(direction); Debug.Log($"After SetLookRotation: {existingRotation}"); // Both produce the same result, but use different approaches: Debug.Log($"Results are equal: {newRotation.Equals(existingRotation)}"); // Usage patterns: // LookRotation: direct assignment transform.rotation = Quaternion.LookRotation(direction); // SetLookRotation: modify then assign Quaternion rotation = transform.rotation; rotation.SetLookRotation(direction); transform.rotation = rotation; }}
SetLookRotation(Vector3, Vector3)
Creates a rotation with the specified and directions.
forwardupwardspublic void SetLookRotation(in Vector3 view, in Vector3 up)
Parameters
Remarks
Modifies the current quaternion to have the specified and directions.
forwardupwardsThis method updates the existing quaternion in place, unlike Quaternion.LookRotation which returns a new quaternion. If used to orient a Transform, the Z axis is aligned with the direction vector and the Y axis with the direction vector, assuming these vectors are orthogonal. Logs an error if the forward direction is zero.
forwardupwardsAdditional Resources: Quaternion.LookRotation.
Examples
using UnityEngine;// This example demonstrates the SetLookRotation method,// and describes its key difference from the LookRotation method.public class Quaternions : MonoBehaviour{ void Start() { Vector3 direction = Vector3.right; // Method 1: LookRotation - a static method that created a new quaternion Quaternion newRotation = Quaternion.LookRotation(direction); Debug.Log($"LookRotation creates new: {newRotation}"); // Method 2: SetLookRotation - an instance method that modifies an existing quaternion Quaternion existingRotation = Quaternion.identity; Debug.Log($"Before SetLookRotation: {existingRotation}"); // Modifies in place existingRotation.SetLookRotation(direction); Debug.Log($"After SetLookRotation: {existingRotation}"); // Both produce the same result, but use different approaches: Debug.Log($"Results are equal: {newRotation.Equals(existingRotation)}"); // Usage patterns: // LookRotation: direct assignment transform.rotation = Quaternion.LookRotation(direction); // SetLookRotation: modify then assign Quaternion rotation = transform.rotation; rotation.SetLookRotation(direction); transform.rotation = rotation; }}