@rendi_unity > Thanks a lot for the detailed steps. So that behaviour seems normal, it seems you're not creating your AI character correctly if you want its model to rotate. You'd need to nest your model as explained at https://topdown-engine-docs.moremountains.com/how-to-create-character.html#hierarchy. Maybe CharacterOrientation3D settings are off too. If you follow these steps though, it should work as you expect : - in a new project in Unity 2019.4.26f1, import TDE v2.0 - open the MinimalScene3D demo scene - create a new empty object, name it Enemy, position it at 5,0,5 - under it, create a new cube, position it at 0,0,0, name it CubeModel - on the Enemy, add a Character component, press Autobuild AI Character 3D - in the Character inspector, drag your CubeModel node into the CharacterModel node - in CharacterOrientation3D, set RotationMode to MovementDirection, uncheck ShouldRotateToFaceWeaponDirection, ForcedRotation to true - add AIBrain, AIActionDoNothing, AIDecisionDetectTargetRadius3D, AIActionRotateTowardsTarget3D, setup the brain like you did on that last screenshot, it looks good to me - on the Radius decision, set TargetLayerMask to Player - on the rotate towards action, check LockRotationX (or don't if you're ok with some x rotation) - press play, your AI will look at the player when in range Note that you can find a ready-made example of that in the MinimalSandbox3D demo scene : MinimalGuide prefab, somewhere in the top right corner.