public void UpdateInternal(List <FlockEntity> nearby, Vector3 target) { Vector3 steer = m_Steering.Calc(this, nearby, target); Vector3 accel = steer / m_Mass; m_Velocity += accel * Time.deltaTime; Vector3.ClampMagnitude(m_Velocity, m_MaxSpeed); RotateHeadingToFacePosition(transform.position + m_Velocity); transform.position += m_Velocity.magnitude * Heading * Time.deltaTime; }