transform.Translate isn't working

public class Tracker
{
    private GameObject source;
    private GameObject target;
    public Tracker(GameObject sourceObject, string targetName)
    {
        source = sourceObject;
        target = GameObject.Find(targetName);
    }
    public Vector2 GetDirection()
    {
        Vector2 targetPos = target.transform.position;
        Vector2 sourcePos = source.transform.position;
        Vector2 direction = targetPos - sourcePos;
        direction.Normalize();
        return direction;
    }

}
public class MotorboatScript : MonoBehaviour
{
    private float speed = 2.0f;
    Tracker myTracker;
    void Start()
    {
        myTracker = new Tracker(gameObject,"download");
    }
    private void Update()
    {
        Vector2 direction = myTracker.GetDirection();
        transform.Translate(direction.x * Time.deltaTime * speed, direction.y * Time.deltaTime * speed, 0);
    }
}

could someone please tell me what i am doing wrong, and what i can do to fix it?

The first problem is you’re not telling us what is wrong.

All you wrote is,

and nobody here can read your mind.

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

How to understand compiler and other errors and even fix them yourself:

https://discussions.unity.com/t/824586/8

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

somehow just switching out the sprites solved my issue