diff --git a/Source/Engine/Core/Math/Quaternion.cs b/Source/Engine/Core/Math/Quaternion.cs
index 938bf48b1..ed09e7307 100644
--- a/Source/Engine/Core/Math/Quaternion.cs
+++ b/Source/Engine/Core/Math/Quaternion.cs
@@ -975,7 +975,7 @@ namespace FlaxEngine
/// The camera look-at target.
/// The camera's up vector.
/// The created look-at quaternion.
- public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up)
+ public static Quaternion LookAt(Vector3 eye, Vector3 target, Vector3 up = Vector3.Up)
{
LookAt(ref eye, ref target, ref up, out var result);
return result;
@@ -999,7 +999,7 @@ namespace FlaxEngine
/// The camera's forward direction.
/// The camera's up vector.
/// The created look-at quaternion.
- public static Quaternion RotationLookAt(Vector3 forward, Vector3 up)
+ public static Quaternion RotationLookAt(Vector3 forward, Vector3 up = Vector3.Up)
{
RotationLookAt(ref forward, ref up, out var result);
return result;
@@ -1011,7 +1011,7 @@ namespace FlaxEngine
/// The forward direction. Direction to orient towards.
/// Up direction. Constrains y axis orientation to a plane this vector lies on. This rule might be broken if forward and up direction are nearly parallel.
/// The calculated quaternion.
- public static Quaternion LookRotation(Vector3 forward, Vector3 up)
+ public static Quaternion LookRotation(Vector3 forward, Vector3 up = Vector3.Up)
{
LookRotation(ref forward, ref up, out var result);
return result;