I currently am working on a game where I am using click to move in Unity. When I click on a spot on the map, I set that mouse's click to the destination and then use the rigidBody on the gameobject to move it using RigidBody.MovePosition(). When I do this, I am getting a lot of flicker when the gameobject reaches its destination. Any assistance is appreciated. Thanks.
    // COMPONENTS
Rigidbody rigidBody;
// MOVEMENT
Vector3 destination;
Vector3 direction;
// Use this for initialization
void Start()
{
    rigidBody = GetComponent<Rigidbody>();
    destination = transform.position;
}
// Update is called once per frame
void Update()
{
    DetectInput();
}
void FixedUpdate()
{
    MoveControlledPlayer();
}
void MoveControlledPlayer()
{
    transform.LookAt(destination);
    Vector3 direction = (destination - transform.position).normalized;
    rigidBody.MovePosition(transform.position + direction * 5 * Time.deltaTime);
}
void DetectInput()
{
   if (Input.GetMouseButton(0))
    {
        SetDestination();
    }
}
void SetDestination()
{
    if (!EventSystem.current.IsPointerOverGameObject())
    {
    Plane field = new Plane(Vector3.up, transform.position);
    Ray ray;
    float point = 0;
    ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    if (field.Raycast(ray, out point))
        destination = ray.GetPoint(point);
     }
}
				
                        
Reaching a point when using a velocity-based behavior is really hard, and often results in flickering: that's because the object is always passing over his destination.
A way to fix it is to stop the movement when the object is close enought to the target.