void SpawnNodeEnv(NodeV2 tile, GameObject envPrefab) { Vector3 envPos = tile.gameObject.transform.position + tile.GetEnvOffset(); Quaternion envRot = Quaternion.identity; // Random 90 deg rotation int envAngle = (int)(m_orientationOddsTable.GetPayload(m_orientationOddsTable.Roll())); envRot = Quaternion.AngleAxis(envAngle, Vector3.up); GameObject spawnedEnv = Instantiate(envPrefab, envPos, envRot, this.gameObject.transform); // Set reference so it can be deleted tile.SetEnvObject(spawnedEnv); }