public void Bounce(Vector3 endPosition, List <Vector3> bouncePositions) { Level.Singleton.RemoveEntity(transform.position); bouncePositions.Add(endPosition); Vector3[] positions = new Vector3[bouncePositions.Count]; for (int i = 0; i < bouncePositions.Count; i++) { print(bouncePositions[i]); positions[i] = bouncePositions[i]; } CubeAnimations.AnimateBounce(gameObject, Vector3.down, positions); Level.Singleton.AddEntity(endPosition, this); }