public void AddUnit(UnitAI unit) { if (population.Count < MAX_POSSIBLE_POPULATION) { population.Add(unit); unit.unit.government = this; unit.unit.team = this.team; unit.transform.parent = this.transform; unit.tag = this.tag; //TODO: Optimize this foreach (var renderer in unit.GetComponentsInChildren <MeshRenderer>()) { renderer.sharedMaterial = unitMaterial; } foreach (var renderer in unit.GetComponentsInChildren <SkinnedMeshRenderer>()) { renderer.sharedMaterial = unitMaterial; } } else { Debug.LogError("TOO MANY PEOPLE"); } }