I came up with a more Caveman approach

Just to show what I have done instead of Vector3.Destination method. I basically created the Destination method in 2D myself…

float range = Mathf.Sqrt(Mathf.Abs(target.position.z - transform.position.z) * Mathf.Abs(target.position.z - transform.position.z) + 
              Mathf.Abs(target.position.x - transform.position.x) * Mathf.Abs(target.position.x - transform.position.x)); 

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