Can someone help me understand what is the math required to rotate one object so that it’s UP vector (the local y-axis) points towards another object?
I know that Transform.LookAt does that, but for the FORWARD vector (the local z-axix), but I want to do the same for the y-axis instead, with some slight modification (dampening how fast it can rotate)
Looking at your comment on the other answer, you should use Quaternion.FromToRotation. And after that, use Quaternion.Lerp. Something like this (This code should be in FixedUpdate for smooth results):