I have a model of a man, that looks in players direction, when close. But when the player jumps, he rotates in a weird upwards rotation, where he almost "lies down". How to prevent him from rotating like that?
This is a piece of my script.
rotate = Quaternion.LookRotation(player.position - transform.position); // transform.rotation = Quaternion.Slerp(transform.rotation, rotate, Time.deltaTime * slower);