void Update() { if (movement.movingDisabled && activateMove) { gravity.disableGravity(); Debug.Log(hook.transform.position); float step = speed * Time.deltaTime; Vector3 targetDir = hook.transform.position; Vector3 newDir = Vector3.RotateTowards(transform.forward, targetDir, step, 0.0f); transform.rotation = Quaternion.LookRotation(newDir); transform.position = Vector3.MoveTowards(transform.position, hook.transform.position, step); } }