If object A has object B in the +X axis (in front of it), everything works fine. Object A moves toward object B with no problem.
The problem starts when object A has object B in the -X axis (behind it). Then object A does it’s best to move away from object A. What can I do to always make sure object A heads toward object B?
I can’t quite say why you are getting the results you do, but LookRotation assumes that +Z is forward, not +X. Also, you might try to use Slerp instead of Lerp.
No. If you only want the rotation to happen in a single plane (for example the X-Z plane), you should not be using Slerp or Lerp, as it generally gives you no control over which plane the rotation happens in.
In that case, do a search for “turning” and maybe “angle” - there are quite a few threads on the subject.
However, if an object rotation in 3D is fine even for your 2D game, then Slerp should be good.
Slerp is spherical linear interpolation - it ensures that the rotation angle changes linearly with the interpolation value. Lerp does not ensure this, especially not for large angles.
one other thing I should mention is that I’m using a configurable joint to restrict motion to the XY axis. I’m wondering if that is where my issues are coming from?