void Update() { if (inUse != null && (turnState == 1 || turnState == 0)) { Vector3 position = inUse.transform.position; inertiaLine.SetPosition(0, position); inertiaLine.SetPosition(1, inUse.getFuturePosition()); foreach (GameObject i in maneuverButtons) { i.SetActive(true); } } else { foreach (GameObject i in maneuverButtons) { i.SetActive(false); } } }