private void updateBufferLayers() { if (transform.childCount != PropertiesSingleton.instance.bufferCount) { destroyLayersGO(); for (int i = 0; i < PropertiesSingleton.instance.bufferCount; i++) { string name = "layer" + i; Vector3 position = PropertiesSingleton.getLayerZPosition(i); GameObject go = LayerUtil.createBufferLayer(BUFER_LAYER_SHADER_NAME, name, position, transform); go.AddComponent <LayerController>(); } } }