private void drawBlocks() { float[] probs = mdp2D.predictThisState(host.transform.position); for (int i = 0; i < probs.Length; i++) { float height = probs[i]; if (height > float.Epsilon + clampPossibility) { blocks_index[i] = true; blocks[i].transform.localScale = new Vector3(gridWidth, 1f, gridWidth); Color blend = baseColor * (1.0f - height) + boundColor * height; blocks[i].GetComponent <MeshRenderer>().material.SetColor("_BaseColor", blend); blocks[i].SetActive(true); } else { blocks_index[i] = false; blocks[i].SetActive(false); } } }