Here are the examples of the csharp api UnityEngine.Quaternion.SetLookRotation(UnityEngine.Vector3, UnityEngine.Vector3) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
3 Examples
19
View Source File : OVRGazePointer.cs
License : MIT License
Project Creator : Tobbse
License : MIT License
Project Creator : Tobbse
public override void SetCursorStartDest(Vector3 _, Vector3 pos, Vector3 normal)
{
transform.position = pos;
if (!matchNormalOnPhysicsColliders) normal = rayTransform.forward;
// Set the rotation to match the normal of the surface it's on.
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(normal, rayTransform.up);
transform.rotation = newRot;
// record depth so that distance doesn't pop when pointer leaves an object
depth = (rayTransform.position - pos).magnitude;
//set scale based on depth
currentScale = depth * depthScaleMultiplier;
transform.localScale = new Vector3(currentScale, currentScale, currentScale);
positionSetsThisFrame++;
RequestShow();
}
19
View Source File : OVRGazePointer.cs
License : MIT License
Project Creator : Tobbse
License : MIT License
Project Creator : Tobbse
void LateUpdate()
{
// This happens after all Updates so we know that if positionSetsThisFrame is zero then nothing set the position this frame
if (positionSetsThisFrame == 0)
{
// No geometry intersections, so gazing into space. Make the cursor face directly at the camera
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(rayTransform.forward, rayTransform.up);
transform.rotation = newRot;
}
if (gazeIcon != null)
{
Quaternion iconRotation = gazeIcon.rotation;
iconRotation.SetLookRotation(transform.rotation * new Vector3(0, 0, 1));
gazeIcon.rotation = iconRotation;
}
positionSetsThisFrame = 0;
}
19
View Source File : OVRGazePointer.cs
License : MIT License
Project Creator : Tobbse
License : MIT License
Project Creator : Tobbse
void LateUpdate()
{
// This happens after all Updates so we know that if positionSetsThisFrame is zero then nothing set the position this frame
if (positionSetsThisFrame == 0)
{
// No geometry intersections, so gazing into space. Make the cursor face directly at the camera
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(rayTransform.forward, rayTransform.up);
transform.rotation = newRot;
}
if (gazeIcon != null)
{
Quaternion iconRotation = gazeIcon.rotation;
iconRotation.SetLookRotation(transform.rotation * new Vector3(0, 0, 1));
gazeIcon.rotation = iconRotation;
}
positionSetsThisFrame = 0;
}