LookAt and Prefabs not working properly, Looks in entirely wrong direction

So essentially, I have a cube that is in the game to start with. When I click, a prefab called MouseMarker is created at the location of the click. I want it so that if the MouseMarker exists, the cube looks at it. Heres the code I have to make the cube look at the MouseMarker:

var myTransform : Transform;

function Update () {
	
	if(GameObject.Find("MouseMarker"))
	{
		transform.LookAt(myTransform);
	//	transform.Translate(Vector3(0,0,-0.5));
	}


}

And heres the code I have to create the MouseMarker:

var thePrefab : GameObject;
public var point: Vector3;

function Update(){
		if (Input.GetMouseButtonUp(0)){
			var hit: RaycastHit;
			var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
			
			if (Physics.Raycast(ray, hit)){
				point = hit.point;
				
				if(GameObject.Find("MouseMarker")){
					Destroy(GameObject.Find("MouseMarker"));
					Instantiate(thePrefab, Vector3(point.x, point.y+0.5, point.z), transform.rotation);
				}else{
					Instantiate(thePrefab, Vector3(point.x, point.y+0.5, point.z), transform.rotation);
				}
        }
    }
}

I also created a code to change the name of the prefab when created, due to the fact the “(Clone)” extension was causing problems, here it is:

function Start () {
	
	name= "MouseMarker";
	Debug.Log("Renamed!");
}

The cube, when the MouseMarker is created, looks at x:4.3 and y:89, and z:0.0 no matter where the MouseMarker is. What am I doing wrong here?

At what point do you tell it to look at the MouseMarker? As I see it, you will always be looking at a transform called ‘myTransform’ which you assign in the inspector! Change that bit to

var marker : GameObject = GameObject.Find("MouseMarker")
if(marker)
{
    transform.LookAt(marker.transform);
}

and then get rid of the myTransform altogether, if it isn’t doing anything.

Other than that, there are a few things I would change about it- for example, I would keep the MouseMarker as a private var inside the creation script, and then just move it around instead of deleting and respawning it whenever you want to change its position.