var target : Transform; //the enemy’s target
var moveSpeed = 3; //move speed
var rotationSpeed = 3; //speed of turning

var myTransform : Transform; //current transform data of this enemy
 
function Awake()
{
    myTransform = transform; //cache transform data for easy access/preformance
}
 
function Start()
{
     target = GameObject.FindWithTag("Player").transform; //target the player
 
}
 
function Update () {
    //rotate to look at the player
    myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
    Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
 
    //move towards the player
    myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 
 
}

Yes :smiley: Go into inspector tab and have make sure your player object is selected. then there should be a little drop down menu with something that says “untagged” click the drop down menu and select player. Pretty sure player is a default so you won’t have to create it.

Here’s an awesome paint picture example:

Edit : A little late it seems