// clear everything out and reset the generator back to the beginning, keeping the current set of objects activated before new objects are generated public void reset() { moveDirection = Vector3.forward; for (int i = 0; i < (int)ObjectLocation.Last; ++i) { turnPlatform[i] = null; localDistance[i] = 0; localSceneDistance[i] = 0; localPlatformHeight[i] = 0; localSceneHeight[i] = 0; } turnOffset = Vector3.zero; stopObjectSpawns = false; spawnData.largestScene = largestSceneLength; spawnData.useWidthBuffer = true; spawnData.section = 0; spawnData.sectionTransition = false; infiniteObjectHistory.saveObjectsReset(); sectionSelection.reset(); }