//Activates the right skiers, sets materials, places skiers, and passes tether references to the plane private void SetupScene() { Tether[] tethers = new Tether[4]; //Array of tethers to pass onto the plane int place = 0; //Which place the skier will be spawned to, such as 0, 1, or 2, based on how many players for (int i = 0; i < m_playerCount; ++i) //For all current players, { if (i == (int)m_eCurrentPlaneState) //If this player is in the plane, { m_skiers[i].gameObject.SetActive(false); //Set their skier to inactive m_skiers[i].SetAlive(false); //Make sure they aren't considered alive //Set the material of the plane planeBody.GetComponent <Renderer>().material.SetTexture("Texture2D_C6055840", m_planeTextures[i]); } else //If this player isn't in the plane, { m_skiers[i].gameObject.SetActive(true); //Activate their skier m_skiers[i].SetAlive(true); //Set them to alive tethers[i] = m_skiers[i].tether; //Adds the tether to the references array //Put the skier in the right position m_skiers[i].transform.position = m_skierSpawnPos[m_playerCount - 2, place]; ++place; //Increment the place } } plane.SetTetherReferences(tethers); //Pass the tethers to the plane }