public static void setUnityAPI() { // Assigns a material named "Assets/Resources/..." to the object. //defaultCountryBorderMaterial = Resources.Load("materials/CountryBorder", typeof(Material)) as Material; defaultCountryBorderMaterial = GameObject.Find("CountryBorderMaterial").GetComponent <MeshRenderer>().material; //defaultProvinceBorderMaterial = Resources.Load("materials/ProvinceBorder", typeof(Material)) as Material; defaultProvinceBorderMaterial = GameObject.Find("ProvinceBorderMaterial").GetComponent <MeshRenderer>().material; //selectedProvinceBorderMaterial = Resources.Load("materials/SelectedProvinceBorder", typeof(Material)) as Material; selectedProvinceBorderMaterial = GameObject.Find("SelectedProvinceBorderMaterial").GetComponent <MeshRenderer>().material; //impassableBorder = Resources.Load("materials/ImpassableBorder", typeof(Material)) as Material; impassableBorder = GameObject.Find("ImpassableBorderMaterial").GetComponent <MeshRenderer>().material; //r3dTextPrefab = (GameObject)Resources.Load("prefabs/3dProvinceNameText", typeof(GameObject)); r3dTextPrefab = GameObject.Find("3dProvinceNameText"); mapObject = GameObject.Find("MapObject"); Province.generateUnityData(grid); Country.setUnityAPI(); seaProvinces = null; grid = null; map = null; // Annex all countries to P)layer //foreach (var item in Country.allCountries) //{ // item.annexTo(Game.Player); //} }