Enemy "wander".

I have a game where the player needs to avoid a monster. If the player comes close the monster will chase the player. But if the player does not come in range, he just stands still. I find that boring, so I wanted to make him move around. The full script for the enemy is this:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class Walker : MonoBehaviour
{
    public float wanderTimer = 5f;
    private float timer;

    public float lookRadius = 10f;

    NavMeshAgent agent;
    Transform target;
    public bool isChasingPlayer;

    void Start()
    {
        target = PlayerManager.instance.player.transform;
        agent = GetComponent<NavMeshAgent>();
        timer = wanderTimer;
    }

    void Update()
    {
        float distance = Vector3.Distance(target.position, transform.position);

        if (distance <= lookRadius)
        {
            agent.SetDestination(target.position);
            isChasingPlayer = true;
        }
        else
        {
            isChasingPlayer = false;
        }

        if(isChasingPlayer == false)
        {
            timer += Time.deltaTime;
           
            if(timer >= wanderTimer)
            {
                //What do I need to put here?
                agent.SetDestination();
                timer = 0;
            }
        }
        else
        {
            timer = 0;
        }
    }

    void OnDrawGizmosSelected()
    {
        Gizmos.color = Color.red;
        Gizmos.DrawWireSphere(transform.position, lookRadius);
    }
}

At the comment “What do I put here” I should add a vector3 that will be a destination for the agent. I’m a new programmer and have no idea how I could do that.

From 2 hours ago:

Sorry for double posting. I made massive progress in this wandering thing, and I could not find a delete button for the old post.