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Question by Under-Player · Jul 12, 2021 at 12:17 PM · rotationspeed

How to make speed and rotation velocity be proportional by target position,Rotate and move forward to position without doing circles

So, my task is to make a cube moving to some point in the platform. And I want to make a cube moving only in Vector3.forward direction

So, I made this

 [SerializeField]
 private float speed;
 public float Speed
 {
     get
     {
         return speed * Time.deltaTime;
     }
     set
     {
         speed = value;
     }
 }
 void Update()
 {
         MoveToPosByAngle(target);
 }
 void MoveToPosByAngle(Vector3 target)
 {
     RotateToTarget(target);
     transform.Translate(Vector3.forward * Speed);
 }
 void RotateToTarget(Vector3 target)
 {
     target.y = transform.position.y;
     Quaternion rotateTarget = Quaternion.LookRotation(target - transform.position);
     transform.rotation = Quaternion.Lerp(transform.rotation, rotateTarget, 2.0f * Time.deltaTime);
 }

My problem is, when the point is very close to the cube it starting to go in circular way without reaching the point

And second question, how to make a cube to move faster at the beginning and to move slower to the point at the end

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