Quaternion
classThey're used for representing rotation angles instead of Euler angles that can result in a gimbal lock
Most Unity devs don't really need to understand the underlying maths
Even though rotation is stored as a quaternion...
...it is shown in Inspector with Euler angles
transform.rotation = Quaternion.LookRotation(target.position - transform.position)
transform.rotation = Quaternion.LookRotation(target.position - transform.position, new Vector3.Up)