void Update() { if (!boardRestrict) { foreach (Vector3 vec in walles) { Instantiate(wall, vec, initializingRotation); } foreach (Vector3 vec in stones) { Instantiate(stone, vec, initializingRotation); } foreach (Vector3 vec in waters) { Instantiate(water, vec, initializingRotation); } boardRestrict = true; } while (coinsToDraw.Count > 0) { CoinInner c = coinsToDraw[0]; coinsToDraw.RemoveAt(0); GameObject game = Instantiate(coin, c.getPosition(), initializingRotation) as GameObject; //Send data to coin. So that it can work independently later game.SendMessage("setValues", new int[] { c.getTimeLeft(), c.getCoinValue() }); UnityEngine.Debug.logger.Log("Coin " + c.getX() + "," + c.getY() + " " + c.getCoinValue() + " time" + c.getTimeLeft()); } while (healthToDraw.Count > 0) { HealthInner c = healthToDraw[0]; healthToDraw.RemoveAt(0); GameObject game = Instantiate(health, c.getPosition(), initializingRotation) as GameObject; //Send data to coin. So that it can work independently later game.SendMessage("setValues", c.getTimeLeft()); UnityEngine.Debug.logger.Log("Health " + c.getX() + "," + c.getY() + " time" + c.getTimeLeft()); } }