title: transform.lookat issue (C# Unity3D)
body: <p>I've been going into a fix about how to get an object to rotate around like an orbit on another object.</p>
  
  <pre><code>if (Spin == true)  
  {  
    transform.LookAt(ParentOrb.transform);  
    transform.Rotate(90,0,0);  
    transform.Translate(transform.forward*Time.deltaTime*5,Space.World);   
  }
  </code></pre>
  
  <p>However, once the object that is supposed to orbit around the other object, when it hits the world y value of 0(Directly under/over) it starts to spin around like crazy.</p>
  
  <p>I did change lookat's second argument to vector.3.up , transform.up and vector3.zero.</p>
  
  <p>When I had vector3.up it was the same issue with the spinning.<br>
  When I had transform.up it started to spin around itself.<br>
  When I had vector3.zero it did instart spin around itself, but it was not relative to the actual orb, but it's own orbit.</p>
  
  <p>I wish to be able to make it orbit itself around the parentorb in a full cycle.</p>
  
  <p>Thanks for reading my issue.</p>