C# Rigidbody Rotation Resets

I’m trying to create a modified LookAtMouse script that makes a Gameobject with a rigidbody attached move and rotate towards the mouse cursor. However when I try to run rigidbody.MovePosition(targetPoint); the gameobject’s rotation resets upon moving the mouse. But as far as I know I’m only moving the rigidbody’s position. Any idea how I can fix this so the rotation doesn’t reset?

using UnityEngine;
using System.Collections;
 
public class LookAtMouse : MonoBehaviour
{
 
	// speed is the rate at which the object will rotate
	public float speed;
 
	void FixedUpdate () 
	{
    	// Generate a plane that intersects the transform's position with an upwards normal.
    	Plane playerPlane = new Plane(Vector3.forward, transform.position);
		
		Vector3 pos = Input.mousePosition;
		pos.y = Input.mousePosition.y-50;
    	// Generate a ray from the cursor position
    	Ray ray = Camera.main.ScreenPointToRay (pos);
 
    	// Determine the point where the cursor ray intersects the plane.
    	// This will be the point that the object must look towards to be looking at the mouse.
    	// Raycasting to a Plane object only gives us a distance, so we'll have to take the distance,
    	//   then find the point along that ray that meets that distance.  This will be the point
    	//   to look at.
    	float hitdist = 0.0f;
    	// If the ray is parallel to the plane, Raycast will return false.
    	if (playerPlane.Raycast (ray, out hitdist)) 
		{
        	// Get the point along the ray that hits the calculated distance.
        	Vector3 targetPoint = ray.GetPoint(hitdist);
 
        	// Determine the target rotation.  This is the rotation if the transform looks at the target point.
        	Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
 
        	// Smoothly rotate towards the target point.
        	transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, speed * Time.deltaTime);
			
			rigidbody.MovePosition(targetPoint);
		}
    }
}

So, this probably isn’t what you’re looking for, but it may be a good replacement until you get what you want. Take your main camera and duplicate it. Take the duplicate and attach it to an object that you want it to follow or “look at”. Set the display on the childed camera to 1 and your main camera to 2. On a script write “float RotY = Input.GetAxis (“Mouse X”) * MouseSensitivity; transform.Rotate (0, RotY, 0);”. Attach that script to the parent of the camera. This will give you somewhat, what you want to accomplish. I’m sure you could develop off of this and get what you want.

Cheers - Sora