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One way to do this is with a noise function. wobblePhase += deltaTime * wobbleFrequency; wobbledPoint.x = destinationPoint.x + wobbleAmplitude * Noise(wobblePhase); wobbledPoint.y = destinationPoint.y + wobbleAmplitude * Noise(wobblePhase + DECORRELATION); You keep destinationPoint consistent, but have your unit seek toward wobbledPoint, which continues ...


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