Merge System.TimeSpan and time in unity

i get TimeSpan from server. It contains a period of enemy movement from point A to point B.
using Vector3.Lerp, i am doing movement A → B

    private Vector3 _start;
    private Vector3 _finish;
    private float _time;
    private System.TimeSpan _deltaTime;

    public static void Instance(){
        //create GO and initialize variable
    }
    void Start(){
        _time = Time.time;
    }
    void Update(){
        float interpolate = (Time.time - _time) / (float)_deltaTime.TotalSeconds;
        gameObject.transform.position = Vector3.Lerp(A,B,interpolate);
    }

but Timer on screen and enemy movement are out of synchronized,
enemies are moving very slowly…

I suggest not engineering time interdependence between a server and a local client.

For one, Time.time advances according to Time.timeScale, which means if you use timeScale to pause, everything gets out of sync.

I would keep all the tweening local, based purely upon the last local time of the received update.

Or look at other examples of interpolating server positions and motion prediction.

this is mmo. and there is no pause. the problem was solved by changed intervals on the server side.
p.s. I know that the solution is bad, but it still solves the problem