I tried the turn using quarterion instead. Half of one and half of another I guess.
case State.Aiming:
Vector3 aimDirection = (targetUnit.GetWorldPosition() - unit.GetWorldPosition()).normalized;
float rotateSpeed = 10f;
Quaternion rotation = Quaternion.LookRotation(aimDirection);
Quaternion current = transform.localRotation;
transform.localRotation = Quaternion.Slerp(current, rotation, Time.deltaTime * rotateSpeed);
break;
Loving the course by the way. I can already tell I’ll have to redo it a couple of times to have a decent grasp of the ideas here.