void FixedUpdate() { WobbleTime += Time.deltaTime * WobbleSpeed; Vector2 Wobble = new Vector2(Mathf.Sin(WobbleTime) * WobbleAmount / 8 * Mathf.PI, Mathf.Sin(WobbleTime) * WobbleAmount / 2 * Mathf.PI); Vector2 TargetPos2D = Target.position; Vector2 MoveDir = rb.position - TargetPos2D; MoveDir.Normalize(); MoveDir += Wobble; rb.MovePosition(rb.position - MoveDir * MoveSpeed * Time.deltaTime); if (bar.BarSize <= 0 || Health < -15f) { GameObject Effect = Instantiate(DeathExplosion, transform.position, Quaternion.Euler(0.0f, 0.0f, Random.Range(0.0f, 360.0f))); Destroy(Effect, 2f); controller.EnemyDeathCouter(); Player.GainEnergy(); Destroy(gameObject); } }