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

**URL:** <https://forum.babylonjs.com/t/behavior-of-mesh-lookat-changed-between-v3-3-and-v4-0-0-alpha-15/312>\
**Category:** Bugs\
**Created:** [December 18, 2018, 6:31pm UTC](https://forum.babylonjs.com/t/behavior-of-mesh-lookat-changed-between-v3-3-and-v4-0-0-alpha-15/312 "2018-12-18T18:31:26Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![jhadenfeldt](https://avatars.discourse-cdn.com/v4/letter/j/e47c2d/32.png) [@jhadenfeldt](https://forum.babylonjs.com/u/jhadenfeldt)\
**Post date:** [December 18, 2018, 8:49pm UTC](https://forum.babylonjs.com/t/behavior-of-mesh-lookat-changed-between-v3-3-and-v4-0-0-alpha-15/312/3 "2018-12-18T20:49:19Z")

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I guess finding bug fixes is better than finding bugs 🙂

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](https://answers.unity.com/questions/132592/lookat-in-opposite-direction.html)

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