void FixedUpdate() { // If we aren't navigating but we have an aggro target, we should still rotate towards the target. // This is needed for targeting. Should it be part of it's own component? We'll see when we get // to static building defenses where this should go. if (_aggro.Target != null && !_isNavigating) { CombatUtils.RotateTowards(transform, _aggro.Target.transform); } }