void InitGame() { doingSetup = true; tileSet = Random.Range(0, 4); doorSet = Random.Range(0, 4); pathfinding = new Pathfinding(xSectors * sectorSize, ySectors * sectorSize); boardScript.prepBorders(); boardScript.BoardSetup(tileSet); doingSetup = false; GameObject[] floors = GameObject.FindGameObjectsWithTag("Floor"); for (int i = 0; i < floors.Length; i++) { setPathing((int)floors[i].transform.position.x, (int)floors[i].transform.position.y, true); } GameObject upStairs = GameObject.FindGameObjectWithTag("UpStairs"); GameObject instance = Instantiate(player, new Vector3(upStairs.transform.position.x, upStairs.transform.position.y, 0f), Quaternion.identity) as GameObject; Camera.main.transform.position = new Vector3(instance.transform.position.x, instance.transform.position.y, Camera.main.transform.position.z); }