void FixedUpdate() { movement = Vector2.zero; if (Path.NxtPos == -1) { started = false; } if (!started) { return; } remainingWaitingTime -= Time.deltaTime; if (remainingWaitingTime >= 0f) { return; } movement = new Vector2(Path.NxtNode.position.x - rb.position.x, 0); if (Mathf.Abs(movement.x) <= BreakingRadius) { remainingWaitingTime = Path.CurStageTime; Path.MoveNext(); } else { movement = movement.normalized * Speed; pawnController.Move(movement); UpdateFacing(movement); } }