// Destroy ourself and invoke reward when the next input event occurs void Update() { if (Input.GetMouseButtonDown(0) || Input.GetMouseButtonDown(1)) { FGLEditorInternals.GrantReward(); Destroy(gameObject); return; } if (Input.touchCount > 0) { if (Input.GetTouch(0).phase == TouchPhase.Began) { FGLEditorInternals.GrantReward(); Destroy(gameObject); return; } } }