Quaternion.Slerp with Quaternion.LookRotation causes unexpected results

I’m using Quaternion.Slerp to rotate a GameObject, so it looks at a target, which is a Vector3, but the GameObject rotates different then expected, it looks right up in the “sky”, for instance, when it should look at the center of the area (which is not above it).

My code:

public IEnumerator TurnToTarget(Vector3 target, float rotDuration)
	{
		// the hunter is turning
		turning = true;
		// play the animation
		//animation.Play("Rotate");
		print ("playanim:Rotate");
		// the starting rotation
        Quaternion startRotation = transform.rotation;
		// the rotation needed to face the target
        Quaternion newRotation = Quaternion.LookRotation(target.normalized, Vector3.up);
		/*Vector3 newRotEuler = newRotation.eulerAngles;
		newRotEuler = new Vector3(newRotEuler.x,transform.rotation.eulerAngles.normalized.y,newRotEuler.z);
		newRotation = Quaternion.Euler(newRotEuler);*/
		
		// test if the rotation is equal
		if(startRotation == newRotation)
		{
			// then the hunter has no reason to turn, so he doesn't
			turning = false;
			// exit the coroutine
			yield break;
		}
		
		// set the elapsed time var to 0
        float elapsedTime = 0.0f;
		// turning loop
        while (elapsedTime < rotDuration)
        {
			// add time elapsed since last frame to elapsed time var
            elapsedTime += Time.deltaTime;
            float t = elapsedTime / rotDuration;
			// Slerp to the target
            transform.rotation = Quaternion.Slerp(startRotation,newRotation,t);
			// return here next frame
            yield return null;
        }
		// when done, turning is false
        turning = false;
		
		//transform.LookAt(target);
	}

LookRotation takes a direction not a position (unlike LookAt)

So you need

  var rotation = Quaternion.LookRotation(target - transform.position, Vector3.up);