void GenerateTrack() { LevelData LD = FindObjectOfType <LevelData>(); if (LD) { TrackData d = LD.d; DestroyImmediate(LD.gameObject); NM.clearNM(); TG.LoopTrack = d.loop; for (int i = 0; i < d.rotations.Length; i++) { Vector3 pos = new Vector3(d.positions[i * 3], d.positions[(i * 3) + 1], d.positions[(i * 3) + 2]); NM.AddNewNode(pos, false, d.rotations[i], false); GameObject box = new GameObject(); box.transform.parent = transform; box.transform.position = pos; box.transform.rotation = Quaternion.Euler(0, d.rotations[i], 0); BoxCollider b = box.AddComponent <BoxCollider>(); b.size = new Vector3(10, 10, 1); b.isTrigger = true; Tracker.Add(b); box.AddComponent <LapTriggers>().ID = i; } maxID = d.rotations.Length; TG.GenerateAllSegments(); } }