void FixedUpdate() { // while perfoming action, the input is frozen. if (_inputFrozen && !_moveController.IsInMovementQueue(_currentAgent) && _currentAgent.pathStatus == NavMeshPathStatus.PathComplete && _currentAgent.remainingDistance == 0) { counter++; if (counter == 3) { _inputFrozen = false; StopHighlightPath(); _path.Clear(); counter = 0; _controlledCharacter.CharacterAnimation(false); } } }