IEnumerator CubeParticlePlayThenStopp() { PuzzleEndEffectt.GetComponent <ParticleSystem>();// Gets the Particle Emitter. PuzzleEndEffectt.Play(); yield return(new WaitForSeconds(1f)); PuzzleEndEffectt.Stop(); yield return(new WaitForSeconds(1)); if (GetComponent <PlayerDataProgress>().LastLevelReachedPrefs < 4) { sceneFaderRef.StartFadeIn(); SceneManager.LoadScene(4); } else { sceneFaderRef.StartFadeIn(); SceneManager.LoadScene(GetComponent <PlayerDataProgress>().LastLevelReachedPrefs); } }