Question by 
               Skulduggery181 · Feb 24, 2021 at 02:17 PM · 
                2d sprites  
              
 
              How to get sprite to face towards other object
I really don`t know how to do this.
This is my entire script, if it helps. {
 public float speed;
 public float stoppingDistance;
 public float retreatDistance;
 private float timeBetweenShots;
 public float startTimeBetweenShots;
 public float bulletForce = 20f;
 public Transform player;
 public GameObject projectile;
 public Transform shootPoint;
 public Rigidbody2D rb;
 Vector2 playerPos;
 void Start()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     playerPos = GameObject.FindGameObjectWithTag("Player").transform.position - transform.position;
     timeBetweenShots = startTimeBetweenShots;
 }
 void Update()
 { 
     if (Vector2.Distance(transform.position, player.position) > stoppingDistance)
     {
         transform.position = Vector2.MoveTowards(transform.position, player.position, speed * Time.deltaTime);
     }
 
     else if(Vector2.Distance(transform.position, player.position) < stoppingDistance && Vector2.Distance(transform.position, player.position) > retreatDistance)
     {
         transform.position = this.transform.position;
     }
   
     else if (Vector2.Distance(transform.position, player.position) < retreatDistance)
     {
         transform.position = Vector2.MoveTowards(transform.position, player.position,-speed * Time.deltaTime);
     }
 
     if(timeBetweenShots <= 0)
     {
         GameObject bullet = Instantiate(projectile, shootPoint.position, shootPoint.rotation);
         Rigidbody2D rb = bullet.GetComponent<Rigidbody2D>();
         rb.AddForce(shootPoint.up * bulletForce, ForceMode2D.Impulse);
         Destroy(bullet, 6f);
         timeBetweenShots = startTimeBetweenShots;
     }
     else
     {
         timeBetweenShots -= Time.deltaTime;
     }
 }
 void FixedUpdate()
 {
     Vector2 lookDir = playerPos - rb.position;
     float angle = Mathf.Atan2(lookDir.y, lookDir.x) * Mathf.Rad2Deg;
     rb.rotation = angle;
 }
}
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