Overview
Aim At is an animation modifier that rotates selected bones so the character can look at (or aim toward) a target in world space. You can align a single bone precisely (such as a head or weapon bone) and optionally add support bones to distribute the rotation through the body.
Aim At properties.
- Aim Bone — the primary bone that must align to the target as accurately as possible (for example, a head or gun bone).
- Support Aim Bones — additional bones that also rotate toward the target to help carry the motion (for example, spine or neck bones).
- Forward Axis — the local “forward” axis of the Aim Bone (the axis that should point at the target).
- Max Aim Distance — cancels aiming if the target exceeds this distance.
- Max Aim Pitch Angle — disables aiming if the required pitch rotation exceeds this limit.
- Max Aim Yaw Angle — disables aiming if the required yaw rotation exceeds this limit.
- Aim At Smoothing — nterpolation speed for aiming; higher values converge faster.
Use-cases
Use Aim At to make NPCs (or player characters) look at or aim toward a point of interest in the game world. This modifier is typically driven by the Aim At component, which you add directly to the character.
Aim At component.
AimAtComponent.cs
Recommended Settings
Bones

Bone settings.
Other
Forward Axis must match the local forward vector of your chosen Aim Bone. Before running the game, select the bone and identify which local axis represents “forward,” then enter that value.
In our example, the head forward axis is (0f, -1f, 0f).