Rotation acting weird

119599-rotation.gif

As you can see in the gif, the rotation for my player entity is fine, but my enemy is acting weird. They share the same script, which I had written for a previous project with no issue. I don’t get why it isn’t working right here. Given that the script works fine everywhere else it’s implemented, I thought there might be some issue with the gameobject, but I haven’t found anything there that would cause this behavior. I appreciate any insight into the matter.

private C1_PlayerController player;

	// Use this for initialization
	void Start () {
        player = FindObjectOfType<C1_PlayerController>();
	}
	
	// Update is called once per frame
	void Update () {
        Quaternion rot = Quaternion.LookRotation(transform.position - player.transform.position,Vector3.forward);
        transform.rotation = rot;
        transform.eulerAngles = new Vector3(0, 0, transform.eulerAngles.z);
    }

Try this:

void Update () {
    transform.right = player.transform.position - transform.position;
    // or transform.up, depending on which direction the arrow is pointing by default
}