public void CreateLayer() { // Create the layer containerObject = new GameObject("layer" + numberLayers); //print("THERE ARE: " + numberLayers + " LAYERS."); // Set the initial conditions for the layer containerObject.transform.parent = container.transform; containerObject.transform.position = container.transform.position; // Set the exact offset location containerObject.transform.localRotation = Quaternion.Euler(new Vector3(0.0f, 90.0f, 0.0f)); containerObject.transform.localPosition = offsetLocation; //new Vector3(-1.0f,0,0.2f); containerObject.transform.localScale = offsetScale; //Debug.Log("Called from this object: " +containerObject); //containerObject.transform.localPosition = new Vector3(-2.0f,0,0.2f); containerObject.gameObject.AddComponent <GridLayer>(); GridLayer cO = containerObject.GetComponent(typeof(GridLayer)) as GridLayer; cO.setGrid(pixelArray); cO.Initialize(numberLayers, containerObject, gridObject, 8, 8); cO.isAnimating = true; /* * if (_isAnimated == true) { * cO.isAnimating = true; * } else { * cO.isAnimating = false; * } */ // Add the layer to a list //GridLayer tG = new GridLayer(); //tG.Initialize(containerObject,gridObject,8,8); gridLayers.Add(containerObject); numberLayers++; // Keep track of how many layers we have made }