Look At Constraint
The VRCLookAtConstraint
component is a simplified Aim Constraint. It rotates the target transform so its positive Z axis faces towards the sources.
- Is Active - Controls whether the constraint will be evaluated or not. Disabling the entire component and deactivating the game object with the component on it will also stop the constraint from running.
- Weight - Controls the overall weight applied to this constraint.
- This should normally be in the range 0 to 1, but you can tick the
Free edit
box if you want to set values outside of that range.
- This should normally be in the range 0 to 1, but you can tick the
- Use Up Object - Controls whether or not to use a separate transform to determine roll.
- Roll - Controls the angle (in degrees) around the target transform's Z axis that should be used to determine its upwards direction. Only available when
Use Up Object
is disabled. - World Up Object - When set, the constraint will roll to try and point its positive Y axis towards this transform. Only available when
Use Up Object
is enabled.
The two buttons at the top the inspector are utilities to let you:
- Activate the constraint. This saves the current offset from the sources, then activates and locks the constraint.
- Zero out the constraint. This resets the offset to its default value, then activates and locks the constraint.
Constraint Settings
- Rotation At Rest - Defines the transform's rotation when the constraint's overall weight is 0.
- Rotation Offset - Defines the offset applied to the result of this constraint.
- Lock - When enabled, locks the
At Rest
andOffset
values in place, preventing them from being edited.- If you activate the constraint and leave these values unlocked, they'll be recalculated as the target transform's rotation changes.
- If you lock these values and activate the constraint, the constraint will start taking control of the transform.
Sources
The "Sources" list determines which transforms affect this constraint. Click the +
button in the bottom right to add a new source. Click the -
button to remove the currently selected source. Each source has the following options:
- Source Transform - The transform to use as a source.
- Weight - Controls how much this source should affect the constraint.
- This should normally be in the range 0 to 1, but you can tick the
Free edit
box if you want to set values outside of that range.
- This should normally be in the range 0 to 1, but you can tick the
Advanced
- Target Transform - Defines the transform affected by this constraint component. If left empty, the transform this constraint is attached to will be affected instead.
- Solve In Local Space - If ticked, this constraint will be solved as if the sources are in local space rather than world space.
- Freeze To World - If ticked, this constraint will ignore its sources and keep a fixed rotation instead.
- Rebake Offsets When Unfrozen - If ticked, this constraint will rebake its offsets relative to its sources when
Freeze To World
is disabled.
See the parent section covering Advanced Constraint Settings for a more in-depth description of how these advanced settings work.