bool MoveTowardsTarget(float deltaTime) { //var displacement = _targetDirection * _speed; //if(Vector3.Distance(_movingTransform.position, _target) < displacement.magnitude) //{ // _movingTransform.position = _target; // return true; //} //_movingTransform.Translate(displacement); //return false; _movingTransform.position = Vector3.MoveTowards(_movingTransform.position, _target, _speed * deltaTime); return(VectorUtils.ApproximatelyEqual(_movingTransform.position, _target, .1f)); }