No the up vector should be like the way up should face. If your unsure try just using Vector3.up or Vector3.forward to see how it works.
look and up vectors cannot be the same or opposite of eachother. They need to be non parallel in direction.
I know this is a sucky response but try printing the values sent to LookRotation before calling it. Then when the zero vector error happens, see what the values were manually in the log
Yeah, I tried printing out the vectors and was getting non-zero vectors. Also, as my code snippets above show, it shouldn’t even be running LookRotation() unless they are non-zero vectors or, in the case of the second example, if they are not equal.
In my game, there is no condition during which they would be opposite, and I have tried testing that as well, yet still the conditionals pass as true.
Basically, the first vector points in the direction of the wind in the game (which is moving pretty much perpendicular to the camera’s forward), and the second vector points from the object to the camera.