đ§Auto Rotate
Rotate to face the direction of travel
This behavior aligns an object to face (or otherwise orient itself) in the direction it is moving. This can be used with any object motion, no matter how it is being moved, even if indirectly through parental movement.
To add Auto Rotate, right-click the object in the Timeflow view and select:
Add Automation > Auto Rotate

Auto Rotate Editor

For common features please refer to Menu Bar and Update Settings.
Play for Accurate Preview
This behavior is calculated frame-by-frame and requires continuous forward play to accurately calculate rotation. When time skips or rewinds, the resulting rotation may be inaccurate, but auto-corrects upon play.
Calculate Only
Enable this option to calculate auto rotation without applying it to the transform.
Orientation
Sets the overall heading of the object. Adjust the orientation to make the object face the intended direction. The default settings assume the +Z axis is forward.

Up Vector
Determines which axis is upward for the object. The default and most common value is (0, 1, 0) however may be changed depending on the situation.
Up Vector may be set to any value though generally expects one of the cardinal directions (0,0,1) or (1,0,0) or (0,1,0) as defined in Unity Vector3. Other values are allowed but may cause odd rotations.
Invert Direction
Flips the Auto Rotate direction 180 degrees. This is a quick way to fix an object that is facing the opposite direction than intended.
Smooth Time
Applies temporal smoothing to average out movement and reduce bumps and jitter.

Lock Axis
Restricts which axis are affected by Auto Rotate. This is most often used to fix an object on a plane, or when combining with other behaviors such as Auto Bank.

If all axis are locked, Auto Rotate won't do anything! Unless this is intentional, make sure at least 1 axis is unlocked.
Enable Override

Conflicting Rotations?
It is often helpful to apply Auto Rotate on a separate parent transform so that it is isolated and does not interfere with other rotations. This uses the hierarchy to essentially layer transforms atop one another.
This is typically only needed for complex movements, such as when animating a vehicle or a camera rig.
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