void BreakBondWith(Atomic otherAtom) { // decrement or remove record of bondage to each other this.RemoveFromBondedAtoms(otherAtom); otherAtom.RemoveFromBondedAtoms(this); // trigger particle system GameObject prefab = (GameObject)Resources.Load("BreakBondEnergy"); Vector3 bondPosition = Vector3.Lerp(this.transform.position, otherAtom.transform.position, 0.5f); GameObject effect = Instantiate(prefab, bondPosition, Quaternion.identity) as GameObject; Destroy(effect, 2); // NOTE Don't need to remove spring, because unity takes care of it. }