An object with this component automatically becomes the global target for all Look At behaviors. Most commonly this is applied to the main camera or a player object.
Look At Target is only used by Look At instances using Global Target mode.
To add Look At Target to the selected object, use the main menu:
Tools > Timeflow > Add > Look At Target
Alternatively, right-click an object in the Timeflow view and select:
Add Automation > Look At Target
Look At Target does not require a Timeflow Object since it does not implement any Timeflow behaviors.
Look At Target Editor
Select the object to view it in the Inspector. There are no other settings for Look At Target.
When the object is the current global target, it displays an ACTIVE badge
Moving Targets
An object with this component may be moved and reparented to dynamically direct the focus of objects looking at it over the course of animation and/or gameplay. This can be achieved by animating the object in Timeflow or with scripting.
Multiple Targets
Multiple objects may have this component, however only 1 may be the active target at any given time. The most recently enabled Look At Target becomes the active one. Objects become active automatically during OnAwake and OnEnable.
When viewing an object that is not the active target, it displays a button to make it active and an object field with a reference to the currently active object, as shown below.
The object field cannot be edited, however double-clicking it selects and reveals the object in the hierarchy.
Scripting
It is also possible to set the global target in a script using the following code. See LookAt.cs