I use TurnToAsync often in my script and i have noticed when an other script stop the actor from turnig before the end that give strange result and some time the script who called TurnToAsync hang . Maybe my sript is bad or maybe i am suposed to wait for the turning to finish. Ok i resolved some trouble by using thing like WaitFor (actor); and
Game.Interactive = false;
actor.TurnToAsync(Selected_Enemi); // I do this because if i use TurnTo it is even bad
WaitFor (actor);
Game.Interactive = true;
Ok i have noticed the same thing seem to hapen whe i use GoToAsync if something stop the actor from turning before they start to walk that could hang the sript or the actor directly skip to destination ..
Today i will do some test with DirectTurnStop().
I am open to any ideas .