Using aStarPathfinding for 2D, remove rotation

I am using the AStarPathfinding library for a 2D project.

However my character is rotating so it looks like a thin sheet of paper (not what I want in a 2D game, it’s all right if it rotates on the X and Y axis however).

My second issue is that the character (“Seeker”) does not follow the entire path. It seems to only move along the X axis and not the Y axis. However when I use “draw Gizmos” I can see that the correct path has been drawn.

Got it partially working…now at least my character follows the entire path:

However it is still rotating along the y axis quite a bit. I would rather it only rotate along the z-axis (my project is on the x/y axis, so rotation along the z axis seems to keep it on that plane.

However if I try this in the “RotateTowards” method my object rotates correctly…but then does not change position at all

protected virtual void RotateTowards (Vector3 dir) {
		
		if (dir == Vector3.zero) return;
		
		Quaternion rot = tr.rotation;
		Quaternion toTarget = Quaternion.LookRotation (dir);
		
		rot = Quaternion.Slerp (rot,toTarget,turningSpeed*Time.deltaTime);
		Vector3 euler = rot.eulerAngles;
		euler.y = 0;
		euler.x = 0;
		rot = Quaternion.Euler (euler);
		
		tr.rotation = rot;
	}