// Instantiates a new clock, using a clock prefab passed into this script and adds the clock to the list of spawned clocks. public void SpawnClock() { GameObject newClock = pooler.SpawnClockFromPool(); // Only run the follwing code if clock was spawned if (newClock) { spawnedClocks.Add(newClock); // Allow for any clock to be removed if there is more than one clock in the scene if (spawnedClocks.Count == 2) { spawnedClocks[0].GetComponentInChildren <Button>().interactable = true; } // Stop clock spawns at 32 clocks else if (spawnedClocks.Count == 32) { spawnClockButton.interactable = false; } newClock.transform.SetAsLastSibling(); } }