// When the user was wrong public void IsWrong(string explanation) { if (_hasResult) { return; } // Tell the score that the user scored a wrong answer Scores.AddWrong(); _hasResult = true; // Stop here when feedback is shown only after the scene if (modeFeedback is ModeFeedbackAfter) { return; } // If renderer found, set material to wrong if (box_renderer != null) { box_renderer.material = m_wrong; } // Disable correct feedback ui_correct.SetActive(false); // Enable wrong feedback ui_wrong.SetActive(true); txt_wrong.text = explanation; // Show feedback canvas_explanation.SetActive(true); time = 0; isShowingMsg = true; }