[c#] Make enemy always look at you while rotating. Code overlaping?

Hello:

I have a quad/plane that always is staring at the player, with this code (in the Update):

transform.rotation = Camera.main.transform.rotation;//Always look at the player

It works. Now, I want that that quad/plane rotates, using in the Update:

this.transform.Rotate(Vector3.forward * Time.deltaTime * 100);

There is an overlapping in the code. I can’t make rotate the object and, at the same time, make it look at the player (FP view). Is one or another and I need both.

I need that the object (a quad) looks at me constantly because if not, if I walk pass to it, it won’t be rendered (only one normal, is 2D)

Could you help me to solve this?

UGLY SOLUTION:
I created an empty object, and putted the quad as son. The quad has the code for the rotation, while the father (the empty one) has the code for the look at the player. Is a dirty solution. Any more elegant one?

Your “ugly solution” is perfectly fine, honestly. The other option would be to store the “offset” of the value. In other words, instead of directly rotating the object when you want it rotated, add some value to myRotation.

void Update() {
transform.rotation = Camera.main.transform.rotation;
transform.Rotate(Vector3.forward * myRotation);
}