as we all know,
Vector3 direction = player.transform.position - this.transform.position;
direction.Normalize();
this.transform.LookAt(direction);
rigidbody.velocity = Vector3.forward * 100 * Time.deltaTime;
but rotation is fixed
Also for debugging stuff,
I used this.tranform.Rotate(0,100,0);
So you can notice, while object is rotating, axis are not!