Please help

I’m trying to do a rootmotion with AIPath and the problem is I need to calculate a desiredVelocity , that actually always v3.zero if use AIPath.desiredVelocity, Im trying to do it like that

```
Vector3 desiredVelocity = (a_Unit.Agent.steeringTarget - a_Unit.m_transform.position).normalized;
Vector3 velocity = Quaternion.Inverse(a_Unit.m_transform.rotation) * desiredVelocity;
float angle = Mathf.Atan2(velocity.x, velocity.z) * S_Number.angle180 / Mathf.PI;
locomotion.Do(velocity.magnitude, angle, distanceToDestination);
```

Everything is fine except steeringTarget, it always stuck on first or nearest point and never reach just walking around even if I set PickNextWayPoint to some very big number.