Hi, Im trying to make Pause function on my enemies (without changing timescale). Those characters are attached NavMeshAgent component, and using SetDestination() to following player. When the game is paused, I called function "NavMeshAgent.Stop(true)" in Unity 4.3 . The (true) option named "stopUpdates" means stop immediately NavMeshAgent without sliding. http://docs.unity3d.com/412/Documentation/ScriptReference/NavMeshAgent.Stop.html But this option is deleted later than Unity 5, I guess. Somebody said change setting acceleration value to higher, but it's dosen't work. http://answers.unity3d.com/questions/236828/how-can-i-stop-navmesh-agent-sliding.html And I tried using "NavMeshAgent.updatePosition = false". Then enemy character stopped, but the NavMeshAgent component was keeping moving separate from parent Object(enemy character model). http://forum.unity3d.com/threads/an...stopping-could-you-please-have-a-look.180623/ So when I set "NavMeshAgent.updatePosition = true", the enemy character warp to unintentional position. Please tell me how to solve this issue. SFMPE.