public void LoadLevel() { Dictionary <string, GameObject> mapping = new Dictionary <string, GameObject>(); foreach (GameObject m in typeMappings) { mapping[m.name] = m; } LevelParser l = new LevelParser(); string objectsFile = "Assets/Levels/" + levels[currentLevel].levelName + "_Objects.csv"; string platformFile = "Assets/Levels/" + levels[currentLevel].levelName + "_Platform.csv"; string floorFile = "Assets/Levels/" + levels[currentLevel].levelName + "_Floor.csv"; Level level = l.ParseLevelFile(objectsFile, floorFile, platformFile, tilesetFile); Bounds allBounds = SpawnSet(level.floor, floorContainer.transform, mapping); SpawnSet(level.objects, objectsContainer, mapping); SpawnSet(level.platform, platformContainer, mapping); platformContainer.transform.position = -allBounds.center + Vector3.up * platformContainer.transform.position.y; objectsContainer.transform.position = -allBounds.center + Vector3.up * objectsContainer.transform.position.y; floorContainer.transform.position = -allBounds.center + Vector3.up * floorContainer.transform.position.y; Physics.SyncTransforms(); floorContainer.UpdateBounds(); historianManager.LoadHistorians(); historianManager.Record(); }