private void SetUpContinents() { //Store information about the main continent before we do anything ContinentManager contMan = continentsMain.GetComponent <ContinentManager>(); contMan.InstantiateMainContinent(connectionManager, gameManager, lineDraw, continentsMain.transform.Find("Player").gameObject, peopleManager.updateRate); //Store information about the respawn details for the continents BoxCollider2D curCollider = continentsMain.transform.GetComponent <BoxCollider2D>(); //Get the box collider _continentWidth = curCollider.size.x * continentsMain.transform.localScale.x; _continentRespawnPosX = continentsMain.transform.position.x + _continentWidth; //We generate copies of the current continent map and move the main version side _continents1 = Instantiate(continentsMain, worldMapParent); _continents2 = Instantiate(continentsMain, worldMapParent); //ContinentsForward is a false continent ahead of our current continent to maintain lines _continentsForward = Instantiate(continentsMain, worldMapParent); connectionManager.currentPlayer = _continents1.GetComponent <ContinentManager>().player; //Change the position of the second set of continents and set the first continent as our main _continents2.transform.position = SpawnPosition(continentsMain.transform.position, _continentWidth); curContinent = _continents1; _curCont1 = true; //Change the position of the forward continent for previewing purposes _continentsForward.transform.position = ForwardSpawnPosition(continentsMain.transform.position, _continentWidth); //Move the main continent out of the way Vector3 holdPos = continentsMain.transform.position; holdPos.y += 50; //Offset out of the way by 50. continentsMain.transform.position = holdPos; //Send references of our active players to PeopleManager peopleManager.player1 = _continents1.transform.Find("Player").gameObject; peopleManager.player2 = _continents2.transform.Find("Player").gameObject; //Set Player1 as the active player peopleManager.player1Active = true; }