TransformSpace was ignored in Node::LookAt
@@ -485,7 +485,7 @@ bool Node::LookAt(const Vector3& target, const Vector3& up, TransformSpace space
break;
}
- Vector3 lookDir = target - GetWorldPosition();
+ Vector3 lookDir = worldSpaceTarget - GetWorldPosition();
// Check if target is very close, in that case can not reliably calculate lookat direction
if (lookDir.Equals(Vector3::ZERO))
return false;