void Update() { if (car.GetComponent <Cars>().IsNPC()) { gameObject.SetActive(false); } else { Transform Exit = gm.ReturnExitsTransformByCar(car.name); Vector3 direction_vector = Exit.position - transform.position; var angle = Mathf.Atan2(direction_vector.y, direction_vector.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); } }