Rotation on object

I have an object that has a script that rotates it towards the player.

The model does this, but flips around 180 degrees. Flipping the object in the scene does nothing, it just still follows the player backwards.

It is probably something to do with the actual model, But is there anything I can do in the script to fix it so the model turns around 180 degrees on the y axis?

inputMovement = objPlayer.transform.position - transform.position;
inputRotation = inputMovement; // face the direction we are moving

Please post the entire script, not just the lines where you think the problem is. These lines do nothing on their own.

Sorry.

The script is a modified version from daverisers evac city tutorial, here it is.

using UnityEngine;
using System.Collections;

public class AIScript : MonoBehaviour {
	//game objects
	private GameObject objPlayer;
	private GameObject objCamera;
	
	//input variables
	private Vector3 inputRotation;
	private Vector3 inputMovement;
	
	//identitiy variables
	public float moveSpeed = 100f;
	private bool thisIsPlayer;
	
	//calculation variables
	private Vector3 tempVector;
	private Vector3 tempVector2;
	
	//enemy stuff
	private bool AttackState;
	
	
	// Use this for initialization
	void Start () 
	{
	objPlayer = (GameObject) GameObject.FindWithTag("Player");
	objCamera = (GameObject) GameObject.FindWithTag("MainCamera");
		
		if(gameObject.tag == "Player")
		{
			thisIsPlayer = true;	
		}
	
	}
	
	// Update is called once per frame
	void Update () 
	{
		FindInput();
		ProcessMovement();
		HandleAnimation();
		
		if (thisIsPlayer == true)
		{
			HandleCamera();
		}
		
	}
	
	void FindInput ()
	{
		if(thisIsPlayer == true)	
		{
			FindPlayerInput();	
		}else{
			FindAIinput();
		}
	}
	
	void FindPlayerInput ()
	{
		//find vector to move
		inputMovement = new Vector3( Input.GetAxis("Horizontal"), 0 , Input.GetAxis("Vertical") );
		//find vector to the mouse
		tempVector2 = new Vector3( Screen.width * 0.5f, 0 , Screen.height * 0.5f); // the position of the middle of screen
		tempVector = Input.mousePosition; // find the position of the mouse on screen
		tempVector.z = tempVector.y; // input mouse position gives us 2D coordinates, I am moving the Y coordinate to the Z coordinate in temp Vector and setting the Y coordinate to 0, so that the vector will read the input along the X and Z axis, and not the X and Y axis.
		tempVector.y = 0;
		inputRotation = tempVector - tempVector2; // the direction we want to face/aim/shoot is from the middle of the screen to where the mouse is pointing.		
	}
	
	void FindAIinput()
	{
		inputMovement = objPlayer.transform.position - transform.position;
		inputRotation = inputMovement; // face the direction we are moving
		
		
		AttackState = false;
		
		if(Vector3.Distance(objPlayer.transform.position, transform.position) < 1.2f)
		{
			AttackState = true;
			inputMovement = Vector3.zero;
		}
		
	}
	
	void ProcessMovement ()
	{
		rigidbody.AddForce (inputMovement.normalized * moveSpeed * Time.deltaTime);
		transform.rotation = Quaternion.LookRotation(inputRotation);
		transform.eulerAngles = new Vector3( 0, transform.eulerAngles.y + 180, 0);
		transform.position = new Vector3(transform.position.x, 0 , transform.position.z);
	}
	
	void HandleCamera ()
	{
		objCamera.transform.position = new Vector3(transform.position.x, 20 , transform.position.z);
		objCamera.transform.eulerAngles = new Vector3(90, 0 , 0);
	}
	
	void HandleAnimation ()
	{
		if(inputMovement.magnitude > 0)
		{
			animation.Play("Walk", PlayMode.StopAll);
		}
		
		else if (thisIsPlayer == false  AttackState == true)
		{
			animation.Play("attack", PlayMode.StopAll);
		}else{
			animation.Stop();
		}
	}
}

You try transform.lookat? Seems simpler to me. answered from cell so apologies if I missed anything.

Remove

transform.eulerAngles = new Vector3( 0, transform.eulerAngles.y + 180, 0);

from your code.

You already set its rotation on the previous line. This line here makes it flip 180 degrees on its Y axis which is probably what’s making your transform move backwards.

Wow, How did I miss that? Thanks for the help.