// Update is called once per frame void Update() { Vector3 currentAngle = lookSquare.transform.position - cam.transform.position; float angle = Vector3.Angle(oldAngle, currentAngle); if (angle < angleDif) { if (percent < 100) { percent += sizeRate * Time.deltaTime; if (!initialized) { setUPCircle.GetComponent <RectTransform>().localScale = Vector3.one * setUPcurve.Evaluate(percent / 100); } } else { if (!initialized) { //targetPrefab.GetComponent<MeshRenderer>().enabled = true; targetPrefab.GetComponent <Collider>().enabled = true; targetPrefab.transform.position = this.transform.position; // Debug.Log(this.transform.position); // anchor = targetPrefab.AddComponent<WorldAnchor>(); targetPlacedSound.Play(); initialized = true; percent = 0; startLevel.StartLevel(20f); setUPCircle.GetComponent <Image>().fillAmount = 0; setupFocus.color = new Color(0, 0, 0, 0); // iTween.ValueTo(this.gameObject, iTween.Hash("from", 0.75f, "to", 0f, "delay", 0.5f, "time", 1.5, "onupdate", "updateColor", "easeType",iTween.EaseType.easeOutCubic)); // iTween.ScaleTo(setUPCircle, iTween.Hash("x", 0.2f, "y", 0.2f, "z", 0.2f, "time", 1.5, "delay", 0, "onupdate", "myUpdateFunction")); } } } else { percent = 0; } oldAngle = currentAngle; setUPCircle.transform.rotation = Quaternion.LookRotation(lookSquare.transform.position - cam.transform.position, cam.transform.up); }