public void UpdateSteering()
    {
        steeringVector = transform.forward;

        if (isSeeking && targetTransform != null)
        {
            steeringVector = SteeringBehaviors.Seek(cachedTransform.position, velocity, maxSpeed, targetTransform.position);
        }

        if (isFleeing && targetTransform != null)
        {
            steeringVector = SteeringBehaviors.Flee(cachedTransform.position, velocity, maxSpeed, targetTransform.position);
        }

        if (isPursuing && movingTarget != null)
        {
            steeringVector = SteeringBehaviors.Pursuit(cachedTransform.position, velocity, maxSpeed, movingTarget.transform.position, movingTarget.velocity);
        }

        if (isEvading && movingTarget != null)
        {
            steeringVector = SteeringBehaviors.Evasion(cachedTransform.position, velocity, maxSpeed, movingTarget.transform.position, movingTarget.velocity);
        }

        if (isArriving && targetTransform != null)
        {
            steeringVector = SteeringBehaviors.Arrival(cachedTransform.position, velocity, maxSpeed, targetTransform.position, arrivalSlowingDistance);
        }

        if (IsWandering)
        {
            steeringVector = Wander(0.5f, 0.1f, false);
        }

        if (isLeaderFollowing)
        {
            Vector3 leaderFollowPoint = leader.transform.position + leader.transform.forward * -2f;
            steeringVector = SteeringBehaviors.Arrival(cachedTransform.position, velocity, maxSpeed, leaderFollowPoint, arrivalSlowingDistance);
        }

        if (isPathFollowing)
        {
            Vector3 possibleSteeringVector = PathFollowing(simplePath);

            if (possibleSteeringVector != Vector3.zero)
            {
                steeringVector = possibleSteeringVector;
            }
        }

        if (isSeperating)
        {
            Vector3 repulsionLocation = cachedTransform.position + Seperation();

            if (repulsionLocation != cachedTransform.position)
            {
                Vector3 desiredVelocity = (repulsionLocation - cachedTransform.position).normalized * maxSpeed;

                steeringVector = desiredVelocity - velocity;
            }
        }

        if (isAvoidingCollision)
        {
            Vector3 collisionSteeringVector = CollisionAvoidance();

            if (collisionSteeringVector != velocity)
            {
                if (collisionSteeringVector == transform.forward * maxSpeed && steeringVector != transform.forward)
                {
                    // The previously applied steering vector should not be modified.
                }
                else
                {
                    steeringVector = collisionSteeringVector;
                }
            }
        }

        if (velocity != Vector3.zero) //Check is to prevent the log message "Look rotation viewing vector is zero"
        {
            transform.rotation = Quaternion.LookRotation(velocity);
        }

        UpdateMovement();
    }