In my scene I have two cubes one has a tag "Respawn" and another one has the following script attached: `

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

// Use this for initialization
void Start () {

// Update is called once per frame
void Update () {
    transform.rotation = Quaternion.LookRotation (GameObject.FindGameObjectWithTag("Respawn").transform.position);

When I run it and move around my second cube with "Respawn" tag the first cube doesn't always looks at it, at certain point it just starts rotating the opposite side as if it has bounds to it's rotation. What am I doing wrong?

  • 1
    \$\begingroup\$ Not a unity expert, so I'm not posting as a for-sure answer... but does LookRotation need to be relative? like Quaternion.LookRotation( otherObject.transform.position - this.transform.position) ? \$\endgroup\$ – david van brink Sep 5 '15 at 17:46
  • \$\begingroup\$ Thanx that helped \$\endgroup\$ – Vadim Tatarnikov Sep 7 '15 at 14:40

Instead of using Quaternion.LookRotation, use this instead:


This will automatically rotate the object to look at the desired position, which in this case is the position of the Respawn object

I would also really recommend storing the Respawn object as a variable instead of searching for it every frame

EDIT: Ignore the stuff above, you just have to make the position relative as david van brink pointed out, so it will look like this:

Vector3 diff = (GameObject.FindGameObjectWithTag("Respawn").transform.position) - transform.position; transform.rotation = Quaternion.LookRotation (diff);

  • \$\begingroup\$ Yeah I tried it but the rotation is instant which isn't what I want \$\endgroup\$ – Vadim Tatarnikov Sep 5 '15 at 19:03
  • \$\begingroup\$ That's why I want to use quaternion.lookrotation() cause I can also use slerp after. \$\endgroup\$ – Vadim Tatarnikov Sep 5 '15 at 19:37

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