protected void Play() { float time = Time.time - play_start_time; if (reverse) { time = record_length - time; if (time < 0.0f) { time = 0.0f; } } RecordData.RecordObjectState[] states = record_data.GetInterpolatedStates(time); for (int i = 0; i < transforms.Length; i++) { transforms[i].localPosition = states[i].position; transforms[i].localRotation = states[i].rotation; //transforms[i]scale thing } }