private void FixedUpdate() { if (_end) { return; } Collider[] cols = Physics.OverlapBox(transform.position, _killZone.extents, Quaternion.identity, _whereIsPlayers); if (cols.Length > 0) { SceneFlow sceneFlow = FindObjectOfType <SceneFlow>(); if (sceneFlow != null) { _end = true; sceneFlow.StartCoroutine(sceneFlow.ReloadLoadSceneSmoth()); } } }