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));