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Answer by TobiasP

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This is what I did for missiles following an enemy. // Get the direction we need to rotate towards rotation = Quaternion.LookRotation(target.position - this.transform.position); // Rotate towards the target transform.rotation = Quaternion.RotateTowards(transform.rotation, rotation, rotateSpeed * Time.deltaTime); This is to move: // Move towards the target rigidbody.AddForce(acceleration * transform.forward, ForceMode.Acceleration); // Don't go above maxSpeed rigidbody.velocity = Vector3.ClampMagnitude(rigidbody.velocity, maxSpeed); Hope it helps!

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