public void CreateObstacle() { float min = MyPlayer.GetChild(1).position.x - CurrentLevel.Range; float max = MyPlayer.GetChild(1).position.x + CurrentLevel.Range; Vector3 _NewPos = new Vector3(Random.Range(min, max), MyPlayer.GetChild(1).position.y, MyPlayer.GetChild(1).position.z); Obstacle _obstacle1 = Instantiate(MyObstacles, _NewPos, Quaternion.identity); _obstacle1.TimeDestroyObstacle = CurrentLevel.TimeDestroy; _obstacle1.transform.SetParent(ObstacleParent); Obstacle _obstacle2 = Instantiate(MyObstacles, ObstacleParent.position, Quaternion.identity); _obstacle2.RandomPostion = true; _obstacle2.TimeDestroyObstacle = CurrentLevel.TimeDestroy; _obstacle2.transform.SetParent(ObstacleParent); Count = 0; }