title: Moving the character controller to vector 3 position
body: <p>I'm currently making my Boss AI perform a jump attack against the player, the AI use both navmesh and character controller for movment (navmash only for pathfinding), but I'm having a hard time trying to move the AI to the designated position. here is my code:</p>
  <pre><code>CharacterController chara;
  
  [SerializeField]
  Transform playerTran;
  
  [SerializeField]
  float gravity = 3.8f;
  
  [SerializeField]
  float jumpForce = 50F;
  
  Vector3 moveVector = Vector3.zero;
  
  [SerializeField]
  Transform jumpCheck;
  [SerializeField]
  Transform jumpPos;
  
  
  
  // Use this for initialization
  void Start ()
  {
      chara = GetComponent&lt;CharacterController&gt;();
      playerTran = GameObject.FindGameObjectWithTag(&quot;Player&quot;).GetComponent&lt;Transform&gt;();
    
  }
  
  // Update is called once per frame
  void Update ()
  {
      chara.Move(moveVector);
      if (chara.isGrounded)
      {
          transform.LookAt(playerTran);
      }
      
      moveVector -= Vector3.up * gravity  * Time.deltaTime;
     
  
      if (Input.GetKeyUp(KeyCode.J))
  
      {
          jumpCheck.position = new Vector3(playerTran.position.x, 0, playerTran.position.z);
          float angle = findAngle( playerTran.position.x - transform.position.x , playerTran.position.z - transform.position.z);
          Vector3 _toJumpPos = MakeJumpCricle(playerTran.position , jumpCheck.localScale.x/2, angle);
  
          jumpPos.position = new Vector3(_toJumpPos.x, 0, _toJumpPos.z);
  
          moveVector = Vector3.up * jumpForce * Time.deltaTime;
      }
  
     
  
  
  }
  
  float findAngle(float x, float y)
  {
      float value;
      value = (float)((Mathf.Atan2(x, y) / Mathf.PI) * 180);
      if (value &lt; 0)
      {
          value += 360;
      }
      Debug.Log(value);
      return value;
  }
  
  Vector3 MakeJumpCricle( Vector3 center, float radius, float angle)
  {
      Vector3 pos = Vector3.zero;
      pos.x = center.x - radius * Mathf.Sin(angle * Mathf.Deg2Rad);
      pos.y = 0;
      pos.z = center.z - radius * Mathf.Cos(angle * Mathf.Deg2Rad);
      return pos;
  }
  </code></pre>
  <p>I want to move the AI to the jumpPos with both forward and up vectors but I'm not sure to do this.</p>
  <p><a href="https://i.stack.imgur.com/2ypgX.jpg" rel="nofollow noreferrer">visualization of the code</a></p>