//Vector3 m_target = m_go2.transform.position;
//m_go1.transform.Translate((m_go2.transform.position - m_go1.transform.position).normalized * Time.deltaTime, Space.World);
//m_go1.transform.position = new Vector3(Mathf.Clamp(m_go1.transform.position.x, m_go1.transform.position.x, m_target.x), Mathf.Clamp(m_go1.transform.position.y, m_go1.transform.position.y, m_target.y), Mathf.Clamp(m_go1.transform.position.z, m_go1.transform.position.z, m_target.z));