Lerping at a constant rate?

I’m using the basic code for Lerping between two points:

while(t <= 1)
    			{
    				t += Time.deltaTime * speed;
    
    				transform.position = Vector2.Lerp(a, b, t);
    
    				yield return null;
    			}

Now, because this position it needs to move to (b) is being recalculated 10 times a second (used for a 2d AI following the player), the actual speed it is moving at is constantly changing, due to t’s incrementation being somewhat relative.

Does anyone have a solution for lerping at a constant speed, regardless of distance?

Thanks - Tom01098

Why increment t at all? If you are moving your goalposts your t simply determines your step size.

@Tom01098

Why are you using Lerp instead of something that is actually constant when changing the start and end position? For example monster.position += (player.position - monster.position).normalized * speed * Time.deltaTime should work.

(Lerp cannot be constant unless you clamp it or something, which is just complicating things for no reason. If you start at 0 and your end point is at 1 then 1/10th of the way there will be 0.1, if your end point is 2 then it’s 0.2.)