Something like this from yesterday on the forums? Locking the x and z axis while using transform.LookAt()?
oh my goodness, lol, that was you… So, try using one of the Quaternion examples given there, and then you can Rotate Towards, for example.
Something like this from yesterday on the forums? Locking the x and z axis while using transform.LookAt()?
oh my goodness, lol, that was you… So, try using one of the Quaternion examples given there, and then you can Rotate Towards, for example.