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Question by venay0 · May 17, 2020 at 12:00 AM · movementinputcoroutinetranslate

Object keeps orbiting target location in a Coroutine

this is my code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.AI;
 
 public class debugMovement : MonoBehaviour
 {
     public float speed = 5;
     Coroutine DASH = null;
 
     public void OnCancel()
     {
         StopCoroutine(DASH);
     }
 
     public void OnClick(InputValue value)
     {
         Ray mouseRay = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
         if(Physics.Raycast(mouseRay, out RaycastHit hit))
         {
             if (DASH != null)
                 StopCoroutine(DASH);
             DASH = StartCoroutine(dash(hit.point, speed));
         }
 
     }
 
     IEnumerator dash(Vector3 target, float speed)
     {
         while(Vector3.Distance(transform.position, target) >= .05f)
         {
             transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime);
             yield return null;
         }
         yield return null;
         print("dash ended");
     }
 }
 
  

The coroutine never finishes and the object keeps orbiting and jittering around the target location.
Is there a way to avoid this?
Something like AutoBraking in the NavmeshAgent.
And preferably using a coroutine, as I'm using it in a method so it can be triggered in the "Player input Component". However, if there is a better way to do it please let me know.
Thank you

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