public void UpdateBranch()
    {
        //go through our active bolts
        for (int i = boltsObj.Count - 1; i >= 0; i--)
        {
            //get the GameObject
            GameObject boltObj = boltsObj[i];

            //get the LightningBolt component
            LightningBolt boltComp = boltObj.GetComponent <LightningBolt>();

            //update/fade out the bolt
            boltComp.UpdateBolt();

            //if the bolt has faded
            if (boltComp.IsComplete)
            {
                //remove it from our list
                boltsObj.RemoveAt(i);

                //destroy it (would be better to pool but I'll let you figure out how to do that =P)
                Destroy(boltObj);
            }
        }
    }
 public void UpdateBranch()
 {
     for (int i = boltsObj.Count - 1; i >= 0; i--)
     {
         GameObject    boltObj  = boltsObj [i];
         LightningBolt boltComp = boltObj.GetComponent <LightningBolt> ();
         boltComp.UpdateBolt();
         if (boltComp.IsComplete)
         {
             boltsObj.RemoveAt(i);
             Destroy(boltObj);
         }
     }
 }