void Update() { if (transform.position.y > generationPoint.position.y) { Platform next = generator.Next(); transform.position = new Vector3( transform.position.x, transform.position.y - (distanceBetweenPlatforms + platformHeight), transform.position.z); float x1 = 0.0f; float width1 = next.FirstGap.Position - next.FirstGap.Width / 2; GameObject platform = CreatePlatform(x1, width1); CreateTrigger(next.FirstGap.Position, next.FirstGap.Width, next.FirstGap.City, platform); float x2 = next.FirstGap.Position + next.FirstGap.Width / 2; float width2 = (next.SecondGap.Position - next.SecondGap.Width / 2) - x2; CreatePlatform(x2, width2); CreateTrigger(next.SecondGap.Position, next.SecondGap.Width, next.SecondGap.City, platform); float x3 = next.SecondGap.Position + next.SecondGap.Width / 2; float width3 = 1.0f - x3; CreatePlatform(x3, width3); } }