How to make frame rate independent rotations?

So recently I’ve been implementing a pause function into my game and I’ve noticed that basically the only framerate independent function of my game is the rotation of my characters. This is how I am rotating my characters.

public void rotateMe (Vector3 lookDir, string playerName) {
	Quaternion lookRot;
	switch (playerName) {
	case "P1":
		lookDir.z *= -1;
		lookRot = Quaternion.LookRotation(lookDir);
		transform.rotation = lookRot;
		break;
	case "P2":
		lookDir.x *= -1;
		lookRot = Quaternion.LookRotation(lookDir);
		transform.rotation = lookRot;
		break;
	}
}

So when I pause my game by setting the time scale this particular value doesn’t pause. So the characters are still rotating around. Is there an easy way to express TIme.deltaTime to a quat? That seems to be giving me errors. Any help is most apprecaited.

The easiest solution is to just check the time scale and return if you are paused. Add this to the top of the routine:

if (Time.timeScale < 0.01f) return;