// Update is called once per frame void Update() { if (currentPf.PlatformEnd < bounds.x) { float newYDiff = UnityEngine.Random.value * (platformSeparationYMax - platformSeparationYMin) + platformSeparationYMin; float newXDiff = UnityEngine.Random.value * (platformSeparationXMax - platformSeparationXMin) + platformSeparationXMin; float newLength = UnityEngine.Random.value * (platformSizeMax - platformSizeMin) + platformSizeMin; var newPlatform = (GameObject)Instantiate(Resources.Load("Platform"), new Vector3(currentPf.PlatformEnd + newXDiff, currentPf.transform.position.y + newYDiff, 0), Quaternion.identity); currentPf = (Platform)newPlatform.GetComponent(typeof(Platform)); var baseScale = currentPf.transform.localScale; currentPf.transform.localScale = new Vector3(newLength, baseScale.y, baseScale.z); currentPf.transform.position += new Vector3(currentPf.PlatformLength / 2, 0, 0); if (UnityEngine.Random.value < currencyChance) { Currency newCurrency = (Currency)((GameObject)Instantiate(Resources.Load("Collectible"), currentPf.transform.position, Quaternion.identity)).GetComponent(typeof(Currency)); newCurrency.AssignPlatform(currentPf); } } //Camera.main.transform.position += new Vector3(0, (currentPf.transform.position.y+2f - Camera.main.transform.position.y)*.2f*Time.deltaTime, 0); cs.target = new Vector3(Camera.main.transform.position.x, currentPf.transform.position.y + 2f, Camera.main.transform.position.z); }