NavMesh Agent doesn't rotate

Hey guys! I have been working on a top down RPG, and everything is working like a charm, except for my Knight AI. You see, all of my other navmesh agents in game, including followers rotate normally to their destination once given an order. Problem is, it just doesn’t work on my Knight.

I checked if the problem was on the animations, but none of them affect the Knight’s rotation at all, and using LookAt doesn’t work either. It’s rotation on the Y axis keeps at 180, and it even walks backwards! Any idea of what could be causing that?

I guess you have a rigidbody on your knight…?
If yes, does this help?

        // rotate towards a vector
        var qTo = Quaternion.LookRotation(uDir);
        qTo = Quaternion.Slerp(transform.rotation, qTo, 30.0f * Time.deltaTime);
        _rigidBody.MoveRotation(qTo);

I’ve fought with a similar problem during the last days, and I suspect that the NavMeshAgent needs some speed / walking before it can / does rotate, but I may be wrong about it. At least, for me, the NavMeshAgent wouldn’t rotate if the character wasn’t moving.

Or did you accidentally check FreezePosition / FreezeRotation on the Knight?