private void Update() { if (_curPath != null && !Mathf.Approximately(_curPath.Elapsed(), 0f)) { var nextPoint = _curPath.PathGetPoint(Mathf.Min(_curPath.ElapsedPercentage() + 0.01f, 1f)); transform.rotation = Quaternion.LookRotation(transform.position - nextPoint, Vector3.up); transform.Rotate(Vector3.right, 90f); } }