public void createAllContent() { deleteContent(); BackButton.gameObject.SetActive(true); TCS = GameObject.FindObjectOfType <TunneCreationScript>(); feels = TCS.getListOfFeelings(); int numberOfFeelings = feels.Count; float ang = -360f / (10); float offset = 90; if (!RCS.isRightSide) { RCS.switchSide(); switched = true; } for (int i = 0; i < 10; i++) { GameObject tempObject; Vector3 center = new Vector3(0, -1f, 0); Vector3 pos = GetButtonPosition(center, 0.49f, ang * i + offset); Quaternion rot = transform.rotation; tempObject = Instantiate(feelingButtonPrefab, pos, rot) as GameObject; tempObject.transform.SetParent(roulette.transform, false); tempObject.transform.Rotate(new Vector3(-90, 0, i * ang + offset)); FeelingButtonControllerScript FBCS = tempObject.GetComponent <FeelingButtonControllerScript>(); FBCS.feelingInterface = feels[i]; TextMesh textObject = tempObject.GetComponentInChildren(typeof(TextMesh)) as TextMesh; textObject.text = feels[i].GetFeeling(); } if (switched) { RCS.switchSide(); } switched = false; RCS.RandomRotation(); }