Hi Everyone.
New convenient action to wrap up some useful features that otherwise takes few actions to perform.
So you can now get a rotation from a vector3 direction ( from a raycast normal for example), or a start and end gameobject defining the direction ( more like a look at )
you can invert the direction and save the result in a quaternion or directly affecting a gameobject rotation.
it's basically the same as if you used either a QuaternionLookRotation or a LookAt action, but conveniently wrapped together.
Bye,
Jean