protected void Update() { Vector3 from = transform.position; from.y = 0.0f; Vector3 to = _target.transform.position; to.y = 0.0f; DebugRender.Draw(from, to, Color.green); DebugRender.Draw(from, from + transform.forward * to.magnitude, Color.blue); Vector3 direction = to - from; if (Vector3.Angle(direction, transform.forward) > _cullingAngle) { transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(direction), _rotationSpeed * Time.deltaTime); } }