My Zombie Model is coming at me sideways with the AI

Ok so I have my AI script and an empty gameobject declared a trigger so when you come in contact with the trigger the enemy comes at you. So the enemy follows me but he is turned sideways and he adjust’s sideways even if I move in front of him. I’m thinking the problem is that the game thinks the side is his face and turns it to adjust there. Can someone help me fix this please?

My AI Script Code:

var target : Transform;
var enemy : Transform;
var moveSpeed : float = 1.0;
var inRange : boolean = false;

function OnTriggerEnter() {
    inRange = true;
}

function OnTriggerStay() {
    inRange = true;
}

function OnTriggerExit() {
    inRange = false;
}

function Update() {
    if(inRange == true) {
	    enemy.transform.LookAt(target);
		enemy.transform.position = Vector3.Lerp(
		enemy.position, target.position,
		Time.deltaTime * moveSpeed);
		enemy.animation.Play("Take 001");
		enemy.animation.Stop("idle");
	}
	
	if(inRange == false) {
	    enemy.animation.Stop("Take 001");
		enemy.animation.Play("idle");
	}
}

PS Ignore the animations

transform.LookAt points the object’s Z axis to the target transform (or position). If the enemy is looking in the wrong direction, it’s not facing the Z axis - maybe its front side is in the X direction instead. The simplest way to fix this is to replace the LookAt instruction with something more versatile, like this:

if(inRange == true) {
    var dir = target.position - enemy.position; // calculate the target direction
    dir.y = 0; // keep the direction strictly horizontal
    // rotate enemy's right side to the target
    enemy.rotation = Quaternion.FromToRotation(Vector3.right, dir);
    enemy.transform.position = Vector3.Lerp(...

This code rotates the enemy right direction to the target. If it’s not ok, try Vector3.left instead.