IEnumerator triangleCoroutine() { bouncing = false; balancing = true; balanceLocationX = originXValue; balanceLocationY = originYValue; yield return(new WaitForSeconds(4)); balanceLocationX = 250; balanceLocationY = 400; yield return(new WaitForSeconds(4)); balanceLocationX = 400; balanceLocationY = 150; yield return(new WaitForSeconds(4)); balanceLocationX = 150; balanceLocationY = 150; yield return(new WaitForSeconds(4)); balanceLocationX = 250; balanceLocationY = 400; yield return(new WaitForSeconds(4)); balanceLocationX = originXValue; balanceLocationY = originYValue; bHandler.triangleSwitchDeactivated(); bHandler.ActivateAll(); }