I want to use transform.LookAt on a number of different transforms. The only problem is that the transforms are all oriented in different directions (their global x, y, and z are all pointing different directions). So when I use LookAt, they objects appear to flip in funny directions compared to how they started.
I can't change the transform's starting orientations in the modeling program, because they actually need to be the way they are.
So what I am trying to do is figure out how to get the same effect as LookAt but take into account the offset orientation that they start with.
asked Dec 02 '09 at 04:46 PM
you could make them a child of a new gameobject, and then call LookAt on the new gameobject's transform. That would maintain the child's transform relative to the parent, rather than overriding it.
answered Dec 02 '09 at 04:58 PM