[SerializeField] private float moveSpeed;
[SerializeField] private float radius;
private float minDistance = 0.2f;
private Vector2 enemyPosition;
private Vector2 position;
private Vector2 direction;
private Vector2 nextPosition;

private const string ENEMY_LAYER = "Enemy";

protected override void FixedUpdate()
{
base.FixedUpdate();

var enemyColliders = Physics2D.OverlapCircleAll(transform.position, radius,
1 << LayerMask.NameToLayer(ENEMY_LAYER));

foreach (var enemyCollider in enemyColliders)
{
if (!enemyCollider)
{
continue;
}

enemyPosition = enemyCollider.transform.position;
position = transform.position;
if (minDistance > Vector2.Distance(enemyPosition, position))
{
continue;
}

//float speedMagnitude = Time.fixedDeltaTime * moveSpeed;
direction = position - enemyPosition;
//direction.Normalize();
nextPosition = enemyPosition + direction;// * speedMagnitude;

enemyCollider.transform.position = nextPosition;
}
}

์ ๋“ค์„ ์Šคํ‚ฌ ๊ฐ€์šด๋ฐ๋กœ ๋ชจ์•„์˜ค๋Š” ์ฝ”๋“œ์ธ๋ฐ

์ฃผ์„๋ถ€๋ถ„์„ ์ฃผ์„ ํ•ด์ œํ•˜๋ฉด ์  ๊ฐœ์ฒด 30๋งˆ๋ฆฌ์ผ๋•Œย ๋ถ„ ๋‹น 1MB์”ฉ ๋ฉ”๋ชจ๋ฆฌ ๋ˆ„์ˆ˜๋‚จ

์™œ๊ทธ๋Ÿฌ๋Š”์ง€ ์•„๋Š”์‚ฌ๋žŒ ์žˆ์–ด?