private void MakePeg(Vector3 newPos) { //create a new Peg object GameObject newPeg = (GameObject)Instantiate(Resources.Load("Prefabs/" + "Peg_Prefab"), newPos, Quaternion.Euler(270, 0, 0)); string cTurn = turn; //Set Peg's parent object, name, and color based on turn if (turn == "red") { newPeg.transform.parent = redPegs.transform; newPeg.name = ("redPeg ") + (newPeg.transform.position.x / 3) + (",") + (newPeg.transform.position.z / 3).ToString(); newPeg.GetComponent <Renderer> ().material.color = Color.red; } else if (turn == "black") { newPeg.transform.parent = blackPegs.transform; newPeg.name = ("blackPeg ") + (newPeg.transform.position.x / 3) + (",") + (newPeg.transform.position.z / 3).ToString(); newPeg.GetComponent <Renderer> ().material.color = Color.black; } //add new Peg to list of Pegs pegs[(int)newPeg.transform.position.z / 3, (int)newPeg.transform.position.x / 3] = newPeg; //set peg owner Peg ps = newPeg.GetComponent <Peg>(); ps.setOwner(turn); //checkNeighbors (newPeg.transform.position); checkNeighbors(newPeg); isInEndzone(); }