 So, you know how to look at an object, but you don't know how to do it smooth. Not a problem. Now, quick disclaimer, I'm gonna be totally honest with you guys. I don't completely understand how this code works, I just understand how to use it. I'm not a full time programmer, and if you're an animator like me, you probably aren't either. Which means there will always be code that you don't understand. And that's okay. What I can tell you is the code works. I've used it for years to control my missiles, it's real easy to use, and it's never let me down so far. For those of you who do understand quaternions and rotation variables, or if you know a better way to do the same thing, feel free to be a rock star in the comments and enlighten us 3D guys. I'm sure we'd all appreciate it. But for now, I'm just gonna show you guys how to use what I know. Okay, for slow turning, you're gonna need four variables. A transform called target, a float called turn speed, a quaternion named rock goal, and a vector 3 for direction. From here, you say direction equals target dot position minus transform dot position dot normalize. Then you say rock goal equals quaternion dot local rotation direction. Then finally, you type transform dot rotation equals quaternion dot slurp transform dot rotation rock goal and turn speed. If you save, then drag your target object into the target variable and run the game, you will now see our object slowly turn towards the target. If you increase turn speed, it will turn towards the object faster. And like most lurps, this number goes from zero to one. One is the fastest speed, which means that it instantly faces the target in a single frame. Less than one, and it will face the target gradually. Alright, well, hope that helps. And as always, hope you have a fantastic day, and I'll see you around.