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Question by Beeffffff30303 · May 11, 2021 at 09:10 AM · unity 2dmovetowards

How to fix stuttering for movetowards script

Hi, I'm pretty new to these stuff. i've tried to make enemy follow the player by using movetowards function, but I saw that the enemy stutters I tried to fix this by adding isPlaying bools but I can't figure out how to do it. Also, my game is 2d top down.

heres the enemy script

public float speed; private Transform target; public Animator animator; public Transform homePos; public int maxHealth = 50; public int currentHealth; public HealthBar healthbar; Vector2 movement; public bool isDead; public bool isPlaying = false; public GameObject Coin; private Transform target2; public Rigidbody2D rb;

 // Start is called before the first frame update
 void Start()
 {
     target = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>();
     currentHealth = maxHealth;
     healthbar.SetMaxHealth(maxHealth);
     isDead = false;
     
 }

 // Update is called once per frame
 void Update()
 {
     if(Vector2.Distance(transform.position, target.position) < 300 && isPlaying == false)
     {
         transform.position = transform.position = Vector2.MoveTowards(rb.position, target.position, speed * Time.deltaTime);
     }
     else if (isDead == false)
     {
         GoHome();
     }

     if(Vector2.Distance(transform.position, target.position) < 50)
     {
         animator.SetBool("isAttacking", true);
         isPlaying = true;
     }
         else if (Vector2.Distance(transform.position, target.position) > 50)
     {
         animator.SetBool("isAttacking", false);
         isPlaying = false;
     }
     
     if(Vector2.Distance(transform.position, homePos.position) < 40f && isPlaying == false)
     {
         animator.SetBool("HomePosition", true);
     }
     else if (isDead == false)
     {
         animator.SetBool("HomePosition", false);
     }
         movement.x = target.position.x - transform.position.x;
         animator.SetFloat("Horizontal", movement.x);
         animator.SetFloat("Speed", movement.sqrMagnitude);


     if(currentHealth <= 0)
     {
         Instantiate(Coin, transform.position, transform.rotation);
         isDead = true;
         Destroy(gameObject);
     }
 }

 void OnCollisionEnter2D(Collision2D col)
 {
     if (col.gameObject.CompareTag("Proro") && isDead == false)
     {
         TakeDamage(17);
         Destroy(col.gameObject);
     }
 }

 

 public void GoHome()
 {
     transform.position = Vector2.MoveTowards(transform.position, homePos.position, speed * Time.deltaTime);
 }
     
     public void TakeDamage(int damage)
 {
     currentHealth -= damage;
     healthbar.SetHealth(currentHealth);
 } 
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