Perfect Look At is a component which lets the users make their character looking at a target with more than one bone. By rotating multiple bones to look at a target, perfect look at provides a natural look at based on joint limits and in a biomechanically-correct way.
Perfect Look at works with all the rigs in unity including, Generic, Humanoid and Legacy and it's very easy to setup.
To find out how Perfect Look At works refer to the online documentation here. Please make sure to read the section: "Important Notes on Setting Up Perfect Look At" from the documentation:
Online User Guide
Key features:
1- Defining a look at bone chain to let the first bone ( for example eye or head ) look at a target in world space.
2- Defining joint limits for each look at bone.
3- Defining linked bones to make extra bones like other eye(s) or eyelids follow a specific bone rotation from the look at bone chain.
4- Smoothing the rotation of the bone chain to react better when perfect look at is applied on top of a dynamic animation like running or attacking.
5- Blending between look at and original animation to let the users turn on/off Perfect Look At on demand and smoothly.
6- Leg Stabilization feature. If any bone in the look at bones chain is one the parents of leg bones, by rotating it, the legs can slide on ground. By using leg stabilizer, feet won't slide on ground and they will follow the original animation. This feature adjusts the knee angle and feet position to be as similar as possible to the original animation and without foot sliding. The feature is also very useful for quadruped characters.