// Update is called once per frame void Update() { counter -= Time.deltaTime; if (goDelay) { delay -= Time.deltaTime; } if (counter <= 0) { bc.HideBanner(); if (!spawned) { p1 = Instantiate(player1, p1Spawn.transform.position, Quaternion.identity) as GameObject; p2 = Instantiate(player2, p2Spawn.transform.position, Quaternion.identity) as GameObject; spawned = true; } } if (delay < 0) { goDelay = false; delay = 0; NextPhaseActual(); } }