var target : Transform; var damping = 6.0; function Update () { if (target) { var rotation = Quaternion.LookRotation(target.position - transform.position); transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Time.deltaTime * damping); } } function Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; }