void Spawn(int pnumDrop, GameObject pnumBackgroundObj) { switch (pnumDrop) { case 1: p1Drop = true; p1Cursor = Instantiate(Cursor, new Vector3(0, 0, 20), this.transform.rotation) as GameObject; p1Cursor.name = "p1Cursor"; p1Logo.SetActive(false); //p1Cursor.gameObject.GetComponentInChildren<GameObject>().GetComponentInChildren<MeshRenderer>().material = CursorMats[0]; Transform tempGO1 = p1Cursor.GetComponentInChildren <Transform>(); tempGO1.GetComponentInChildren <MeshRenderer>().material = CursorMats[0]; break; case 2: p2Drop = true; p2Cursor = Instantiate(Cursor, new Vector3(0, 0, 20), this.transform.rotation) as GameObject; p2Cursor.name = "p2Cursor"; p2Logo.SetActive(false); Transform tempGO2 = p2Cursor.GetComponentInChildren <Transform>(); tempGO2.GetComponentInChildren <MeshRenderer>().material = CursorMats[1]; break; case 3: p3Drop = true; p3Cursor = Instantiate(Cursor, new Vector3(0, 0, 20), this.transform.rotation) as GameObject; p3Cursor.name = "p3Cursor"; p3Logo.SetActive(false); Transform tempGO3 = p3Cursor.GetComponentInChildren <Transform>(); tempGO3.GetComponentInChildren <MeshRenderer>().material = CursorMats[2]; break; case 4: p4Drop = true; p4Cursor = Instantiate(Cursor, new Vector3(0, 0, 20), this.transform.rotation) as GameObject; p4Cursor.name = "p4Cursor"; p4Logo.SetActive(false); Transform tempGO4 = p4Cursor.GetComponentInChildren <Transform>(); tempGO4.GetComponentInChildren <MeshRenderer>().material = CursorMats[3]; break; } CM.FindTB(pnumBackgroundObj); God.PlayerAdd(); //pnumBackgroundObj.SetActive(true); }