The following code works fine to rotate the object. I can’t figure out why the object is not facing the camera if the forward vector is perfectly alligned with the camera as you can see bellow (red raycast). Any ideas?
Vector3 dir = transform.position - selection.position;
Debug.DrawRay(selection.position, dir, Color.red);
Debug.DrawRay(selection.position, selection.forward, Color.green);
Debug.DrawRay(selection.position, selection.right, Color.yellow);
Quaternion rot = Quaternion.LookRotation(dir, Vector3.up);
rot.x = 0; rot.z = 0;
selection.rotation = rot;