// Use this for initialization void Start() { // make column clone = (Transform)Instantiate(column, new Vector3(0, 0, 0), Quaternion.identity); clone.transform.localScale = new Vector3(1.0f, tiers * segmentspace / 2.0f, 1.0f); towerHeight = clone.GetComponent <MeshRenderer>().bounds.size.y; clone.transform.position += new Vector3(0, (towerHeight / 2.0f) + segmentspace, 0); // make each layer for (int level = 4; level >= 0; level--) { for (int i = 0; i < 12; i++) { if (data[level, i] == 1) { Transform segClone = (Transform)Instantiate(segment, new Vector3(0, towerHeight - level * segmentspace, 0), Quaternion.Euler(0, i * 30, 0)); segClone.transform.localScale = new Vector3(300.0f, 10.0f, 300.0f); segmentHalfHeight = segClone.transform.localScale.y / 50.0f; segClone.gameObject.tag = level.ToString(); segClone.transform.parent = clone.transform; Debug.Log(segmentHalfHeight); } } } BallPhysics BallPhysics = GameObject.Find("Ball").GetComponent <BallPhysics>(); BallPhysics.Init(); }