// Use this for initialization void Start() { proj = GetComponentInChildren <Projector> (); renderer = GetComponentInChildren <SkinnedMeshRenderer> (); plantType = PlantType.potato; initialRot = headBone.localRotation; leftLookRot = initialRot * Quaternion.AngleAxis(turnAngle, Vector3.right); rightLookRot = initialRot * Quaternion.AngleAxis(-turnAngle, Vector3.right); rotOffset = Random.Range(0f, Mathf.PI); // turn us to face the nearest path WorldTile[] neighbours = PlantManager.GetNeighbouringCells(gridPos); for (int i = 0; i < neighbours.Length; i++) { if (neighbours [i].tileType == TileType.path) { transform.LookAt(new Vector3(neighbours [i].x, 0, neighbours [i].y), Vector3.up); break; } } }