void Start() { // retrieve rigidbody for player rb = gameObject.GetComponent <Rigidbody2D>(); // get the levelloader script ll = FindObjectOfType <LevelLoader>(); //return current level currentscene = ll.CurrentLevel(); // 1, 2, 3, etc currentlevel = float.Parse(currentscene); // convert to float // set points for that level // get the strength value for that level // update the points on the UI for that level // update the strength on the UI for that level if (currentlevel == 1) { points = L1; strength = getStrength(points); UIManager.Instance.UpdateHitCount(points); UIManager.Instance.UpdateStrength(strength); agility = getAgility(points); UIManager.Instance.UpdateAgility(agility); } else if (currentlevel == 2) { transform.localScale += new Vector3(0.3f, 0.3f, 0); points = L2; UIManager.Instance.UpdateHitCount(points); strength = getStrength(points); UIManager.Instance.UpdateStrength(strength); agility = getAgility(points); UIManager.Instance.UpdateAgility(agility); } else if (currentlevel == 3) { transform.localScale += new Vector3(1f, 1f, 0); points = L3; UIManager.Instance.UpdateHitCount(points); spideyHealth = 1000f; strength = getStrength(points); UIManager.Instance.UpdateStrength(strength); agility = getAgility(points); UIManager.Instance.UpdateAgility(agility); } // send new level data to spidey control spiderControl spiderControl = spider.GetComponent <spiderControl>(); spiderControl.setSpideySpeed(currentlevel); }