// Use this for initialization void Start() { playerObject = GameObject.FindGameObjectWithTag("Player"); flockManager = new FlockManager(); foreach (GameObject go in Waypoints) { flockManager.AddWaypoint(go.GetComponent <FlockControllerWaypoint>()); } flockMembers = new GameObject[numberOfMembers]; for (int i = 0; i < numberOfMembers; i++) { Vector3 memberStartPosition = new Vector3(Random.Range(-range.x, range.x), Random.Range(-range.y, range.y), Random.Range(0, 0)); flockMembers[i] = Instantiate(memberPrefab, this.transform.position + memberStartPosition, Quaternion.identity) as GameObject; flockMembers[i].GetComponent <FlockMember>().SetManager = this.gameObject; } currentWaypoint = flockManager.GetNextWaypoint(); }