Behavior of mesh.lookAt() changed between v3.3 and v4.0.0-alpha.15

I guess finding bug fixes is better than finding bugs :slight_smile:

Thanks for the tip with using sideOrientation!

Edit:
And in case you have a plane with a texture that you don’t want to be flipped, you can also do this instead to get a “lookAway”:

plane.lookAt(plane.position.multiply(new Vector3(2, 2, 2)).subtract(this._scene.activeCamera.position));

Credits: LookAt in opposite direction? - Unity Answers

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