I have a patrolling 2D object that I want to look at the target it’s moving towards. The problem is sometimes the object turns upside down, when the Z rotation has a high number.
Vector3 dir = target.position - transform.position;
float angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);