Vector3 direction =
target.position -
transform.position;
direction.y = 0f;
if (direction.sqrMagnitude > 0.001f)
{
Quaternion targetRotation =
Quaternion.LookRotation(
direction
);
transform.rotation =
Quaternion.Slerp(
transform.rotation,
targetRotation,
rotationSpeed *
Time.deltaTime
);
}