private IEnumerator BeginGame() { Camera.main.clearFlags = CameraClearFlags.Skybox; Camera.main.rect = new Rect(0f, 0f, 1f, 1f); mazeInstance = Instantiate(mazePrefab) as Maze; yield return(StartCoroutine(mazeInstance.Generate())); playerInstance = Instantiate(playerPrefab) as Player; playerInstance.name = "player"; //MazeCell temp = mazeInstance.GetCell (mazeInstance.RandomCoordinates); //temp = mazeInstance.GetCell (mazeInstance.RandomCoordinates); //Vector3 sLoc = new Vector3 (0.5f, 0.5f, 0.5f); Vector3 sLoc = new Vector3(-((mazeInstance.size.x - 1) * mazeInstance.mazeMeshScale) / 2, 0.5f, -((mazeInstance.size.z - 1) * mazeInstance.mazeMeshScale) / 2); //Vector3 sLoc = new Vector3 (-2f, 0f, -2f); //Debug.Log (-(mazeInstance.size.x - 1) + " and " + -(mazeInstance.size.z-1)); playerInstance.SetLocation(sLoc); //playerInstance.SetLocation(mazeInstance.GetCell(mazeInstance.RandomCoordinates)); //Camera.main.enabled = false; Camera.main.clearFlags = CameraClearFlags.Depth; Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f); Destroy(Camera.main.gameObject); resourceBar.SetResourceBarVisibility(true); guiManager.SetPauseButtonVisibility(true); guiManager.DisplayGameUI(); minimapCam.enabled = false; gameStarted = true; }