Stefan Hayden

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Archive for the 'unity' Category

Getting one object to look at another object in Unity can be a very math intensive project.  In 3D there is an easy way to do this by use the transform to look at another object with a simple call:

Quaternion.LookRotation(target.position – transform.position)

In 2D Unity doesn’t hold your hand and you have to figure it out yourself. Most look rotation guides for Unity focus on simply modifying the transform even when talking about moving a Ridgedbody with physics.

If you want to use physics on Ridgedbody to add torque to turn toward another object then the unifycommunity wiki has a guide for 3D. With slight modifications we can get this same code working for Ridgedbody2D: