private void Correct() { if (progress == 24) { print("victory"); progress = 10; GameObject victory = Instantiate(victoryObj, new Vector3(0, 0, 0), Quaternion.identity); for (int i = 0; i < canvas.transform.GetChildCount(); i++) { canvas.gameObject.transform.GetChild(i).gameObject.SetActive(false); } victory.transform.parent = canvas.transform; victory.GetComponent <RectTransform> ().localPosition = new Vector3(0, 0, 0); // Load something } progress++; GameObject viking = instrumentList.GetCurrentViking(); viking.transform.parent = player.transform; viking.transform.localPosition = new Vector3(Random.Range(-3f, -7f), Random.Range(-4f, 0f), 0); viking.transform.rotation = new Quaternion(0, 180, 0, 0); viking.GetComponent <SpriteRenderer>().sortingOrder = -(int)(viking.transform.localPosition.y * 10); viking.SendMessage("StartWalking"); player.SendMessage("LoudnessUp"); // Tie this to progressmeter instead PlayInstrument(); }