Bug in AIPath.cs : Time.fixedDeltaTime in RotateTowards()

The RotateTowards() method is called from Update() by AIPath and MineBotAI.

I think Time.fixedDeltaTime should be replaced by Time.deltaTime.

AIPath.cs(448) :

rot = Quaternion.Slerp (rot,toTarget,turningSpeed*Time.fixedDeltaTime);

to be replaced by :

rot = Quaternion.Slerp (rot,toTarget,turningSpeed*Time.deltaTime);

Without the correction, running the game at high FPS cause the agent to turn excessively and being jerky, and running at low FPS causes it to turn too slowly.

NOTE:
I’ve just tested to be sure before I write this, but you can always use Time.deltaTime even for code called from FixedUpdate(). Because in Update(), Time.deltaTime has the value it took to complete the last frame, but in FixedUpdate(), Time.deltaTime has the value of Time.fixedDeltaTime.

So, a method that use Time.deltaTime can be called from Update() or FixedUpdate() and will always have the appropriate value.

Thanks! : )

I merged your pull request into the master branch.