public void ResetLevel() { for (int Tr = 0; Tr < Trs.Length; Tr++) { Trs[Tr].localPosition = StartPositions[Tr]; Trs[Tr].localRotation = StartRotations[Tr]; if (Rigids[Tr] && !Rigids[Tr].isKinematic) { Rigids[Tr].velocity = Vector3.zero; Rigids[Tr].angularVelocity = Vector3.zero; if (SleepOnStart) { Rigids[Tr].Sleep(); } } } foreach (Target T in Targets) { T.Reset(); } foreach (MovingPlatform MP in Platforms) { MP.Reset(); } foreach (Windmill W in Windmills) { W.Reset(); } foreach (Flipper F in Flippers) { F.Reset(); } foreach (Barrel B in Barrels) { B.Reset(); } Win = false; ResetCount++; }