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using UnityEngine;
using System.Collections;

public class Test : MonoBehaviour {
public Transform target;
public float speed;
void Update () {
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards (transform.position, target.position, step);
}
}
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<Properties StartupItem="Assembly-CSharp.csproj">
<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="Unity.Instance.Unity Editor" />
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\HookShot.cs">
<MonoDevelop.Ide.Workbench ActiveDocument="Assets\Scripts\RigidbodyFirstPersonController.cs">
<Files>
<File FileName="Assets\Scripts\HookShot.cs" Line="9" Column="1" />
<File FileName="Assets\Scripts\PlayerAction.cs" Line="24" Column="19" />
<File FileName="Assets\Scripts\RigidbodyFirstPersonController.cs" Line="73" Column="34" />
<File FileName="Assets\Scripts\PlayerAction.cs" Line="22" Column="16" />
<File FileName="Assets\Scripts\HookShot.cs" Line="48" Column="5" />
<File FileName="Assets\Scripts\HeadBob.cs" Line="1" Column="1" />
<File FileName="Assets\Scripts\RigidbodyFirstPersonController.cs" Line="257" Column="4" />
<File FileName="Assets\Standard Assets\Characters\FirstPersonCharacter\Scripts\MouseLook.cs" Line="15" Column="28" />
<File FileName="Assets\Scripts\Test.cs" Line="9" Column="88" />
</Files>
</MonoDevelop.Ide.Workbench>
<MonoDevelop.Ide.DebuggingService.Breakpoints>
<BreakpointStore />
<BreakpointStore>
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\PlayerAction.cs" line="71" column="33" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\PlayerAction.cs" line="72" column="35" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\PlayerAction.cs" line="71" column="33" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\RigidbodyFirstPersonController.cs" line="277" column="17" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\RigidbodyFirstPersonController.cs" line="278" column="25" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\RigidbodyFirstPersonController.cs" line="277" column="34" />
<RunToCursorBreakpoint file="C:\Users\Brandon\Documents\Unity\Grappling Hook\Assets\Scripts\RigidbodyFirstPersonController.cs" line="327" column="57" />
</BreakpointStore>
</MonoDevelop.Ide.DebuggingService.Breakpoints>
<MonoDevelop.Ide.DebuggingService.PinnedWatches />
</Properties>
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Base path: C:/Program Files/Unity/Editor/Data
Cmd: getPlatforms
Cmd: compileSnippet
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Cmd: compileSnippet
api=4 type=1 insize=965 outsize=5817 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON _EMISSION pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=0 insize=970 outsize=2345 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=1 insize=970 outsize=5769 kw=DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DIRLIGHTMAP_COMBINED DYNAMICLIGHTMAP_ON pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=0 insize=530 outsize=1089 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=1 insize=530 outsize=929 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=0 insize=1420 outsize=673 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
Cmd: compileSnippet
api=4 type=1 insize=1420 outsize=665 kw= pd=UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING ok=1
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