Problems making a SimpleMove for Unity 2D

I made this 2D movement script …

public void SimpleMove (Vector3 dir) { transform.Translate (new Vector2 (dir.x, dir.y) * Time.deltaTime); return; }
... for the modified AiFollow to call on, but it doesn't really follow the path and stops too early. My goal is to make my character move kind of like if Castle Crashers used mouse input to move the "knights". All suggestions on how to make it work are more than welcome!

Fixed it with a new approach to the movement - no clue if it is efficient or anything, but it does what I want! It doesn’t use the Rigidbody2D or rotation since I’m thinking a top-down/sidescroller approach.
I followed the Unity Tower Defence Part 8 tut, and put this in instead of FixedUpdate.

`void Update() {
	if(path == null) {
		return;
	}
	if (move == true) {
		GetNewPath();
		transform.position = Vector3.MoveTowards (transform.position, path.vectorPath [currentWaypoint], speed * Time.deltaTime);
		if (transform.position == path.vectorPath[currentWaypoint]) {
			currentWaypoint++;
			return;
		} //Need some - if target is reached, then what? - code here.
	}
}`

Maybe this can help some of you along :slight_smile: