private void Update() { if (leftSide.CheckLeftSide() && rightSide.CheckRightSide()) { float originalTimer = timerLimit; float alphaPercent = timerLimit / originalTimer; timerLimit -= Time.deltaTime; //Color colour = GameObject.Find("touch1").GetComponent<Renderer>().material.color; //colour.a = alphaPercent; if (timerLimit <= 0 && handsShowing == false) { //TINA HELP! why am i getting all these null pointers! //i think these shouldnt be in the Update, or have a flag for once if (GameObject.Find("HandLeft") != null) { SpriteRenderer leftHandSR = GameObject.Find("HandLeft").GetComponent <SpriteRenderer>(); leftHandSR.sprite = leftCompleteSprite; } if (GameObject.Find("HandRight") != null) { SpriteRenderer rightHandSR = GameObject.Find("HandRight").GetComponent <SpriteRenderer>(); rightHandSR.sprite = rightCompleteSprite; } if (GameObject.Find("touch1") != null) { GameObject.Find("touch1").SetActive(false); } if (GameObject.Find("touch2")) { GameObject.Find("touch2").SetActive(false); } handsShowing = true; } } else { //reset timer if one hand leaves timerLimit = 5.0f; } }