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LookAt Actions

Rotate a Transform so a chosen local axis faces a direction, point, or target.
Supports smoothing and optional max turn speed.

When to use

LookAt Actions are designed for continuous tracking (aim turrets, face cursor/targets every frame), or instant “point & finish".

For timed, one-off motions or custom easing curves, use Tween Actions.


Shared Parameters

Parameter Description
Rotation Constraint Controls which axes the rotation may use.
None - no constraint (free 3D). Uses World Up to control roll.
X / Y / Z - rotate around that world axis only (e.g., Y = horizontal turn, Z = 2D).
Facing Axis The local axis that points at the target.
• 3D characters: Z (Forward)
• Side-scrollers: X (Right)
• Top-down sprites: Y (Up)
Smooth Time Exponential smoothing (in seconds). Roughly the time to halve the remaining angle difference.
Set 0 for no smoothing.
Max Speed Hard cap on angular speed (degrees per second).
Set 0 for uncapped.
World Up Only used when Rotation Constraint = None. Defines the “up” direction to maintain orientation.

When both Smooth Time = 0 and Max Speed = 0, the rotation snaps instantly to the target.


3D Look At

Look At Direction

Face a world direction (Vector3).

Parameter Description
Transform Object to rotate.
Direction World direction to face.
Rotation Constraint None / X / Y / Z.
Facing Axis Local axis that should face (AxisDirection).
World Up Used only when Constraint = None.
Smooth Time Exponential smoothing (0 = off).
Max Speed Deg/sec cap (0 = uncapped).

Look At Point

Face a world position (Vector3).

Same parameters as Look At Direction, except DirectionWorld Position.


Look At Target

Face another Transform.

Same parameters as Look At Direction, except DirectionTarget.


2D Look At

2D variants rotate around Z and expose 2D facing axis.

Look At Direction 2D

Rotate around Z so the chosen local axis faces a world direction.

Parameter Description
Transform Object to rotate.
Direction World direction to face (XY).
Facing Axis (2D) X / Y / −X / −Y.
Smooth Time 0 = off.
Max Speed 0 = uncapped.

Look At Point 2D

Rotate around Z to face a world position (XY).
Same parameters as Look At Direction 2D, with World Position.


Look At Mouse 2D

Rotate around Z to face the mouse cursor (XY).
Internally projects the mouse via a camera to world space.

Parameter Description
Transform Object to rotate.
Camera Used to project the mouse to world space (defaults to Main Camera).
Facing Axis (2D) X / Y / −X / −Y.
Smooth Time 0 = off.
Max Speed 0 = uncapped.

Align To Direction Actions

These actions align a chosen local axis to a direction vector.

Unlike the smooth Look At actions above, these are direct axis alignment operations.

Transform Align To Direction

Parameter Description
Transform Object to align.
Align Axis Local axis to align to the direction.
Direction World direction to align to.
Min Length Direction must be longer than this threshold, to avoid aligning to a near-zero vector.

Transform Align To Direction 2D

2D variant that aligns around Z-axis behavior for 2D setups.

Parameter Description
Transform Object to align.
Align Axis (2D) 2D local axis to align.
Direction World direction to align to.
Min Length Direction must be longer than this threshold.

Behavior notes

  • Instant snap: Smooth Time = 0 and Max Speed = 0.
  • Speed-only limit: Smooth Time = 0, Max Speed > 0 (RotateTowards behavior).
  • Smooth & capped: Smooth Time > 0, Max Speed > 0 (exponential blend, then per-frame cap).
  • 2D presets: Constraint is Z (rotate around Z);
  • World Up is used only when Constraint = None.

Common setups

  • 3D Turret:
    Rotation Constraint = Y, Facing Axis = Z, Smooth Time = 0.15, Max Speed = 180.
  • Top-down Sprite:
    Use Look At Mouse 2D, Facing Axis = Y, Smooth Time = 0, Max Speed = 720.
  • Side-scroller:
    Use Look At Target 2D, Facing Axis = X, Smooth Time = 0.1 (slight ease).