public GameObject CreateRocket() { Vector2 pos = mainCircle.GetRandomPoint(); GameObject probe = Instantiate(ProbePrefab, pos, Quaternion.identity); probe.transform.rotation = QuaternionUtil.GetOppositeDirection(probe, MainObject); probe.transform.SetParent(MainObject.transform); probe.GetComponent <RocketBehaviour>().Init(endCircle); return(probe); }