//Observer function to be triggered by each waypoint subplots public void ProceedToTheNextWaypoint() { //If I stick with destroying the mission script, I don't need to deactivate the waypoint. Just have to disappear the artifact. //m_waypoints[m_currentWaypoint].SetActive(false); //We are done. Don't crash the program if (Victory()) { m_mainGUI.Victory(5); return; } m_waypoints[m_currentWaypoint].SetActive(true); SetHUDWaypoint(m_waypoints[m_currentWaypoint].transform); }