# Accessing the next waypoint on a path (2D)

I am using a custom AI in 2D. how would I find the point in which the unit is traveling? thanks.

here’s my code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;
using System;

public class EnemyAI : MonoBehaviour
{

``````public GameObject target;

public float speed = 200f;
public float nextWaypointDistance = 3f;

public Transform enemyGFX;

Path path;
int currentWayPoint = 0;
bool reachedEnd = false;

Seeker seeker;
Rigidbody2D rb;

public float dist;
public float seekDis;
// Start is called before the first frame update
void Start()
{
seeker = GetComponent<Seeker>();
rb = GetComponent<Rigidbody2D>();

InvokeRepeating("UpdatePath", 0f, .5f);
}

private void Update()
{
dist = Vector2.Distance(transform.position, target.transform.position);
}

void UpdatePath()
{
if(seeker.IsDone())
{
seeker.StartPath(rb.position, target.transform.position, OnPathComplete);
}
}

private void OnPathComplete( Path p)
{
if(!p.error)
{
path = p;
currentWayPoint = 0;
}
}

// Update is called once per frame
void FixedUpdate()
{
if(path == null)
{
return;
}
if(currentWayPoint >= path.vectorPath.Count)
{
reachedEnd = true;
return;
}else
{
reachedEnd = false;
}

Vector2 direction = ((Vector2)path.vectorPath[currentWayPoint] - rb.position).normalized;
Vector2 force = direction * speed * Time.deltaTime;

if(dist <= seekDis)
{
}

float distance = Vector2.Distance(rb.position, path.vectorPath[currentWayPoint]);

if(distance < nextWaypointDistance)
{
currentWayPoint++;
}
Vector2 rotation = new Vector2(path.vectorPath[currentWayPoint].x, path.vectorPath[currentWayPoint].y);
Debug.Log(rotation);
transform.eulerAngles = new Vector3 (0,0, Vector2.Angle(rb.position, ));

}
``````

}

The point the agent is moving towards is just

``````path.vectorPath[currentWayPoint]
``````

thanks. I suspected it but wasn’t sure