UnityQuaternionExtensions.GetCameraRotationToTarget Method
From Cinemachine
Cinemachine
![]() | UnityQuaternionExtensionsGetCameraRotationToTarget Method |
Get the rotations, first about world up, then about (travelling) local right,
necessary to align the quaternion's forward with the target direction.
This represents the tripod head movement needed to look at the target.
This formulation makes it easy to interpolate without introducing spurious roll.
Namespace: Cinemachine.Utility
Assembly: Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
public static Vector2 GetCameraRotationToTarget( this Quaternion orient, Vector3 lookAtDir, Vector3 worldUp )
Cinemachine.Utility.UnityQuaternionExtensions.GetCameraRotationToTarget = function(orient, lookAtDir, worldUp);
Parameters
- orient
- Type: Quaternion
[Missing <param name="orient"/> documentation for "M:Cinemachine.Utility.UnityQuaternionExtensions.GetCameraRotationToTarget(UnityEngine.Quaternion,UnityEngine.Vector3,UnityEngine.Vector3)"]
- lookAtDir
- Type: Vector3
The worldspace target direction in which we want to look - worldUp
- Type: Vector3
Which way is up
Return Value
Type: Vector2Vector2.y is rotation about worldUp, and Vector2.x is second rotation, about local right.
