public void GenerateItems(SceneContainer sceneContainer) { // Process and hide original objects foreach (var s in _startingObjects) { sceneContainer.CreateObject(s.Item.Item.Prefab, s.transform.position, s.transform.eulerAngles.z); s.gameObject.SetActive(false); } // Then do player-placed foreach (var p in _preplacements) { sceneContainer.CreateObject(p.Item.Item.Prefab, p.Position, p.Angle); } // Hide our container set _preplacementContainer.gameObject.SetActive(false); }