void CreatePlayField() { objective.Build(800f, 1f + 90f * level); pool.CreatePool(); for (int i = 0; i < 8; i++) { GameObject obj = pool.CreateObject(0); // create a barrier obj.transform.localRotation = Quaternion.AngleAxis(i * 45f, Vector3.up); obj.transform.localPosition = Vector3.zero; obj.transform.Translate(Vector3.forward * 2.4f * obj.transform.lossyScale.x); obj.GetComponent <BarrierController>().Build(100f); //debugText.text = obj.ToString(); } for (int i = 0; i < 12; i++) { GameObject obj = pool.CreateObject(0); // create a barrier obj.transform.localRotation = Quaternion.AngleAxis(i * 30f, Vector3.up); obj.transform.localPosition = Vector3.zero; obj.transform.Translate(Vector3.forward * 3.6f * obj.transform.lossyScale.x); obj.GetComponent <BarrierController>().Build(100f); //debugText.text = obj.ToString(); } for (int i = 0; i < 16; i++) { GameObject obj = pool.CreateObject(0); // create a barrier obj.transform.localRotation = Quaternion.AngleAxis(i * 22.5f, Vector3.up); obj.transform.localPosition = Vector3.zero; obj.transform.Translate(Vector3.forward * 4.8f * obj.transform.lossyScale.x); obj.GetComponent <BarrierController>().Build(100f); //debugText.text = obj.transform.localPosition.ToString(); } active = true; }