My 3D object consists of 2 parts:
base
turret
when I find enemy and try to rotate my turret to it - work nice!
turretlookAtTarget = target.transform.position - transform.position;
turretRot = Quaternion.LookRotation(turretlookAtTarget);
transform.rotation = Quaternion.Slerp(transform.rotation, turretRot, RotateSpeed * Time.deltaTime);
But when my 3d object move up or down on hill turret look at target in global axis (or I don’t know), not as a part of base and it looks like not in real life(( How create lookAtRotation regarding my base? Please Help!