void StartGravityEffect() { m_ballManager.GravBalls(); // Allow ball to experience gravity. m_prevTime = Time.fixedTime; m_gravitySound.Play(); m_running = true; // Randomise initial side of gravity. float rand = Random.Range(0.0f, 1.0f); if (rand <= 0.5f) { m_gravity = m_strongLeft; gravEffectLeft.GetComponent<GravityEffectController>().EffectOn(); } else { m_gravity = m_strongRight; gravEffectRight.GetComponent<GravityEffectController>().EffectOn(); } }