float speed;
Vector3 goalPosition;
void Update()
{
transform.position = Vector3.MoveTowards(transform.position, goalPosition, speed * Time.deltaTime); //goes from the position of the gameObject to the goalPosition in a strait line with a speed of "speed"
//Also works with Vector2
}
//put this in update method and disable rigidbody2d (gravity)
void Update()
{
transform.position += (target - transform.position).normalized * movementSpeed * Time.deltaTime;
}