Quad facing direction

When I spawn a new quad and use transform.LookAt to look at the player it always faces with the invisible side to the player. It would be great if the rendered side would face the player by default

They are not going to change the mesh. Many other use cases work better with the current configuration.
All you have to do is have it look the opposite direction.
transform.rotation = Quaternion.LookRotation(transform.position - player.position);

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You make a good point @DevDunk … but I think they just wound the triangles that way for convenience with the default camera looking +Z: most use cases would not want to flip each quad around for the default camera setup.

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BTW @DevDunk , not sure if you realize how super-easy it is to just throw up your own UV quad, and you can wind it the other way if you like. Here’s a generic one:

You could wind your own up with just a handful of Vector3, Vector2 and int presets and stream it into a Mesh yourself… it would only be a few lines of code.

EDIT: made it and threw it in my MakeGeo project… all you need to do is reverse the triangle order (0,1,2 becomes 0,2,1, etc.)

Thanks!
It’s a quick prototype so I just used back face rendering on a material which also works fine for what I need to do :stuck_out_tongue:

And thanks for the info both of you!

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