Vector3 direccion =
objetivo.position -
transform.position;
direccion.y = 0f;
if (direccion.sqrMagnitude > 0.001f)
{
transform.rotation =
Quaternion.LookRotation(
direccion
);
}
Quaternion objetivoRot =
Quaternion.LookRotation(
direccion
);
transform.rotation =
Quaternion.Slerp(
transform.rotation,
objetivoRot,
velocidad * Time.deltaTime
);
Quaternion.LookRotation(...)
Quaternion.Slerp(...)