void GetNearestMinion()

{

foreach (GameObject Minion in EnemyMinions)

{

float finishTime = Time.time + waitTime;

MinionsTransforms.Add(Minion.transform);

```
}
MinionsTransforms.Sort(delegate(Transform t1, Transform t2) { return (Vector3.Distance(t1.position, t2.position).CompareTo(Vector3.Distance(t2.position, transform.position))); });
nearestMinion = MinionsTransforms[0].gameObject;
}
```

How can i stop this from lagging the game keep in mind that every minion does this check at least once every frame(which i don’t mind reducing)?

There are several things not very efficient here:

- Sorting the whole array is totally unnecessary. You just want the closest.
- You should hold an array with the transform references so you don’t need to get each transform everytime.
- Just do a simple min distance search that compares the squared distance. This is much faster than calculating the true distance. The relations stay the same.

Something like that:

```
Transform GetNearestMinion()
{
Transform nearestMinion = null;
Vector3 myPos = transform.position;
float minDist = 999999;
foreach (Transform Minion in EnemyMinions) // EnemyMinions is now a Transform array or List
{
float dist = (Minion.position - myPos).sqrMagnitude;
if (dist < minDist)
{
minDist = dist;
nearestMinion = Minion;
}
}
return nearestMinion;
}
```

This is the most optimised way. ps, i’ve written that from scratch, so there might be typing mistakes

This function now returns the nearest Minion or null if there is none at all.