IEnumerator Stage2GotoNext() { stage = -1; Destroy(left); Destroy(right); yield return(new WaitForSeconds(0.5f)); float minY = P.pocP(-0.1f, Side.H); while (leftDude.position.y > minY || rightDude.position.y > minY) { yield return(new WaitForEndOfFrame()); } reset.SetActive(true); plate = Instantiate(Resources.Load <GameObject>("Plate")); Trans plTrans = plate.GetComponent <Trans>(); plTrans.SetPos(new Vector2(0f, 0.42f)); plTrans.ForceUpdatePos(); reset.GetComponent <Reset>().plate = plate; fakePlate = Instantiate(Resources.Load <GameObject>("FakePlate")); //TODO mettre un reset button stage = STAGE_3; }