// Use this for initialization void Start() { int startNodeIdx = nodeGroup.RandomizeStartNodeIdx(); int goalNodeIdx = nodeGroup.RandomizeGoalNodeIdx(startNodeIdx); Vector2 startPosition = new Vector2(nodeGroup.nodes[startNodeIdx].X, nodeGroup.nodes[startNodeIdx].Y); blipControl = Instantiate(blipPrefab, startPosition, new Quaternion(0, 0, 0, 0)).GetComponent <BlipControl>(); camera.transform.parent = blipControl.transform; camera.transform.localPosition = new Vector3(0, 0, camera.transform.localPosition.z); blobControls = new BlobControl[Preferences.Difficulty]; for (int i = 0; i < blobControls.Length; i++) { blobControls[i] = Instantiate(blobPrefab, startPosition, new Quaternion(0, 0, 0, 0)).GetComponent <BlobControl>(); } Vector2 goalPosition = new Vector2(nodeGroup.nodes[goalNodeIdx].X, nodeGroup.nodes[goalNodeIdx].Y); GameObject block = Instantiate(blockPrefab, goalPosition, new Quaternion(0, 0, 0, 0)); block.transform.position = goalPosition; fog.SetActive(true); levelAnimator.PlayStartGame(startNodeIdx); }