/// <summary> /// Called automatically after Layers fade-in, or when the fade-in is manually stopped. /// </summary> private void AfterLayers(BatchNode tran, GameObject[] trackObjects) { trackObjects[0].active = true; for (int i = 1; i < trackObjects.Length; i++) { Destroy(trackObjects[i]); } Destroy(tran.GetComponent <PlayableDirector>()); }