Hey there!
I’m having a hard time trying to deal with the precision using Quaternion.LookRotation…
Why is this happening? The image it explains for itself. The white line is a Debug line from the rocket transform to the target transform.
Also, there’s the piece of code relevant to the Quaternion.LookRotation
Quaternion lookAtTarget = Quaternion.LookRotation(target.position - transform.position);
rigidbody.rotation = Quaternion.Lerp(rigidbody.rotation, lookAtTarget, Time.deltaTime * turnSpeed);
Any hint?