何も考えずにLookAt関数を使うのが一番早い forwardに突っ込む場合もわざわざnormalize(正規化)しなくても大丈夫 オブジェクトを軸固定で指定の方向に向けたい 図のようにCubeをSphereの方向にY軸だけ回転させて向かせたい場合 外積を用いる方法、transform.LookAt関数のtargetの座標Yを一致させる方法 targetの座標Yを一致させ、Quaternion.LookRotationを使う方法がある 検証コード2 using System.Collections; using System.Collections.Generic; using UnityEngine; public class LookAtTest2 : MonoBehaviour { public Transform _target; Vector3 _RotAxis = Vector
![Unityでオブジェクトを指定の方向に向ける - Qiita](https://cdn-ak-scissors.b.st-hatena.com/image/square/e8a6628a48a38e390cababce3b7fc82fdba32275/height=288;version=1;width=512/https%3A%2F%2Fqiita-user-contents.imgix.net%2Fhttps%253A%252F%252Fcdn.qiita.com%252Fassets%252Fpublic%252Farticle-ogp-background-9f5428127621718a910c8b63951390ad.png%3Fixlib%3Drb-4.0.0%26w%3D1200%26mark64%3DaHR0cHM6Ly9xaWl0YS11c2VyLWNvbnRlbnRzLmltZ2l4Lm5ldC9-dGV4dD9peGxpYj1yYi00LjAuMCZ3PTkxNiZoPTMzNiZ0eHQ9VW5pdHklRTMlODElQTclRTMlODIlQUElRTMlODMlOTYlRTMlODIlQjglRTMlODIlQTclRTMlODIlQUYlRTMlODMlODglRTMlODIlOTIlRTYlOEMlODclRTUlQUUlOUElRTMlODElQUUlRTYlOTYlQjklRTUlOTAlOTElRTMlODElQUIlRTUlOTAlOTElRTMlODElOTElRTMlODIlOEImdHh0LWNvbG9yPSUyMzIxMjEyMSZ0eHQtZm9udD1IaXJhZ2lubyUyMFNhbnMlMjBXNiZ0eHQtc2l6ZT01NiZ0eHQtY2xpcD1lbGxpcHNpcyZ0eHQtYWxpZ249bGVmdCUyQ3RvcCZzPTY1NmU5ZmZmNDE0MjA5ODUxNDY0YjViNjMxZjA3MzNh%26mark-x%3D142%26mark-y%3D112%26blend64%3DaHR0cHM6Ly9xaWl0YS11c2VyLWNvbnRlbnRzLmltZ2l4Lm5ldC9-dGV4dD9peGxpYj1yYi00LjAuMCZ3PTYxNiZ0eHQ9JTQwYnJva2VuNTUmdHh0LWNvbG9yPSUyMzIxMjEyMSZ0eHQtZm9udD1IaXJhZ2lubyUyMFNhbnMlMjBXNiZ0eHQtc2l6ZT0zNiZ0eHQtYWxpZ249bGVmdCUyQ3RvcCZzPTY2MDBkMGRmNmNkMDljM2NlMTBkODAxYjVkNGY0MmRl%26blend-x%3D142%26blend-y%3D491%26blend-mode%3Dnormal%26s%3D8725e795a6a7ee15b2ec402146791137)