Check out example codes for "unity how to make a gameobject slowly look at a position". It will help you in understanding the concepts better.

Code Example 1

```
Quaternion lookAtSlowly(Transform t , Vector3 target , float speed){
//(t) is the gameobject transform
//(target) is the location that (t) is going to look at
//speed is the quickness of the rotation
Vector3 relativePos = target - t.position;
Quaternion toRotation = Quaternion.LookRotation(relativePos);
return Quaternion.Lerp(t.rotation, toRotation, speed * Time.deltaTime);
}
void update()
{
transform.rotation = lookAtSlowly(transform , new Vector3(0,0,0) , 1);
}
```

Code Example 2

```
/// <summary>
/// Rotate a gameobject to face a direction in 2D space with offet
/// </summary>
/// <param name="target"></param>
/// <param name="RotationSpeed"></param>
/// <param name="offset"></param>
private void RotateGameObject(Vector3 target, float RotationSpeed, float offset)
{
//https://www.youtube.com/watch?v=mKLp-2iseDc
//get the direction of the other object from current object
Vector3 dir = target - transform.position;
//get the angle from current direction facing to desired target
float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
//set the angle into a quaternion + sprite offset depending on initial sprite facing direction
Quaternion rotation = Quaternion.Euler(new Vector3(0, 0, angle + offset));
//Roatate current game object to face the target using a slerp function which adds some smoothing to the move
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, RotationSpeed * Time.deltaTime);
}
```

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