private void CreateGrid() { for (int y = 0; y < gridSize.y; y++) { for (int x = 0; x < gridSize.x; x++) { //Saves the current coordinates for later use Vector2Int _currentCoordinate = new Vector2Int(x, y); //Creates a block, then adds the Block script to the object GridBlock _newBlock = Object.Instantiate(blockPrefab, new Vector3(x, y), Quaternion.identity, gameController.transform).AddComponent <GridBlock>(); //Initializes the newBlock with the Vector2Ints _newBlock.Initialize(_currentCoordinate); _newBlock.AssignMaterial(GameController.baseMaterial); allBlocks.Add(_currentCoordinate, _newBlock); if (y < gridSize.y - 3) { meshOutliner.OutlineMesh(_newBlock.gameObject); } else { //FIXME _newBlock.gameObject.layer = LayerMask.NameToLayer("Invisible"); } } } }