//Save overall path player public static void PathTracing(GameObject obj) { Vector3 current_position = obj.transform.position; Vector3 current_rotation = obj.transform.rotation.eulerAngles; objPath = new CompletePath.PathMapping(); int k = Demo.trialPath.Count; if (k == 0 || Demo.trialPath[k - 1].s_x != current_position.x && Demo.trialPath[k - 1].s_z != current_position.z) { objPath.s_x = current_position.x; objPath.s_y = current_position.y; objPath.s_z = current_position.z; objPath.r_x = current_rotation.x; objPath.r_y = current_rotation.y; objPath.r_z = current_rotation.z; objPath.t = Demo.trial_t; Demo.trialPath.Add(objPath); } }