2D Rotation with Quaternion gets stuck...

Hay there,

i’m making a small 2D Game with a friend of mine. We want to create a tower turning in the players direction. We found this solution, wich is working quite fine for a while but then gets stuck and the tower is not turning anymore.

Sorry for spelling mistakes, i’m not an english native.

 void FixedUpdate()
    {
        if (player != null)
        {
            TowerRotation(player.transform);
        }
    }
   
void TowerRotation(Transform target)
    {
        Vector3 dir = target.position - shotSpawn[4].transform.position;
        float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
        Quaternion lerpTo = Quaternion.AngleAxis(angle, Vector3.forward);
 
        shotSpawn[4].transform.rotation = Quaternion.Lerp(shotSpawn[4].transform.rotation, lerpTo, Time.time * rotSpeed);
    }

We found the anwer.
The Problem was Time.time. I’m still not sure why it behaved like it did but using a fixed number solved it.