public void StartPatching() { _holes.ForEach(x => GameObject.Destroy(x)); _patches.ForEach(x => GameObject.Destroy(x)); _holes.Clear(); _patches.Clear(); for (int i = 0; i < 22; i++) { var holePosition = new Vector3(_xPos * _xMod, _yPos * _yMod, 1); GameObject newHole = Instantiate(hole, holePosition, Quaternion.Euler(0, 0, 0), _thisTransform); newHole.name = "My Hole " + i; newHole.GetComponent <Hole>().Difficulty = i; newHole.GetComponent <MeshRenderer>().material = HoleMaterial; _holes.Add(newHole); SpiraliseHoles(); } Stencil.GiveHole(_holes[0]); }