private void MoveEntityTowards(Vector3 endPosition) { this.transform.rotation = Quaternion.LookRotation(endPosition - this.transform.position); this.transform.rotation = Quaternion.Euler(0, this.transform.rotation.eulerAngles.y, 0); if (Vector2.Distance(EndPosition.XZ(), this.transform.position.XZ()) > 0.3f && endPosition.sqrMagnitude > 1f) { this.transform.position += transform.forward * Time.deltaTime * MovementSpeed; } }