I don't think this is the right thing because I want it to rotate towards the mouse yet this will rotate it constantly however, there is some good use in this as if I make a rotVec for the y coordinates as well and do the whole Rot=ATan(rotVecy/rotVecx) thing and then do self.entity:SetRotation(0,self.entity:GetRotation().y+(Rot*lookSpeedMultiplier),0) and then run the code you can see that the moment you cross where x=0 the entity starts rotating the other way and I assume this is the base of the issue.