// Update is called once per frame private void Update() { // If current position is close enough to lerp position // Then stop lerping to save on memory if (GlobalController.CloseTo(_rectTransform.position.x, _lerpPosition.x, 0.01f) && GlobalController.CloseTo(_rectTransform.position.y, _lerpPosition.y, 0.01f)) { _isLerping = false; } // If is lerping then lerp to position if (_isLerping) { _rectTransform.anchoredPosition = Vector2.Lerp(_rectTransform.anchoredPosition, _lerpPosition, InterpolationRatio); } Transform transform1 = transform; transform.right = Vector2.Lerp(transform1.right, _lookTarget.transform.position - transform1.position, InterpolationRatio); }