IEnumerator ChopItDown(RaycastHit hit, Vector3 closestTreePosition) { myAnimator.SetBool("ToTwoHandedAttack", true); yield return(new WaitForSeconds(1f)); // Remove the tree from the terrain tree list if (hit.collider.gameObject.tag == "Ani") { AnimalControl temp = hit.collider.gameObject.GetComponent("AnimalControl") as AnimalControl; temp.Harmed(); } else { hit.collider.gameObject.SetActive(false); // Now refresh the terrain, getting rid of the darn collider // float[, ] heights = terrain.GetHeights (0, 0, 0, 0); // terrain.SetHeights (0, 0, heights); // Put a falling tree in its place closestTreePosition.y += 3.1f; Instantiate(FallingTreePrefab, closestTreePosition, Quaternion.Euler(0, 0, 80)); } myAnimator.SetBool("ToTwoHandedAttack", false); chopTree = false; }