void UpdateColour() { float pointValue = LoadLevel.GetPercentageComplete(); // Debug.Log(pointValue); //TEST pointValue = 0.5f; Camera.main.backgroundColor = backgroundGradient.Evaluate(pointValue); // I believe this is causing the slowdown. Only happens when you complete a level, and also, doesn't do anything because everything uses sprites now // player.mat.color = player.grad.Evaluate(pointValue); // trigger.mat.color = trigger.grad.Evaluate(pointValue); // walls.mat.color = walls.grad.Evaluate(pointValue); // endPoint.mat.color = endPoint.grad.Evaluate(pointValue); }