Version: 2019.1
public void LookAt (Transform target);
public void LookAt (Transform target, Vector3 worldUp= Vector3.up);

パラメーター

target向ける対象オブジェクト
worldUp上方ベクトルを指定

説明

対象の Transform を設定し、その方向へと向かせます

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.

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); } }

public void LookAt (Vector3 worldPosition);
public void LookAt (Vector3 worldPosition, Vector3 worldUp= Vector3.up);

パラメーター

worldPosition向かせるポイント
worldUp上方ベクトルを指定

説明

worldPosition の方向へと向かせます

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.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public Transform target;

void Update() { // Point the object at the world origin (0,0,0) transform.LookAt(Vector3.zero); } }