private void GenerateSymbol(int id, Vector3 position) { // Instantiate the symbol at the origin using the prefab Transform newSymbolTF = Instantiate(prefab_symbol, position, Quaternion.LookRotation(Vector3.back)) as Transform; // Set the symbol to be a child of this empty object and then set the local position newSymbolTF.parent = transform; newSymbolTF.localPosition = position; // Set the material according to the symbol ID Material newSymbolMat = newSymbolTF.gameObject.GetComponent <Renderer> ().material; newSymbolMat.SetColor("_EmissionColor", Color.black); // Set the texture for the material to the correct symbol (from Assets/Resources/Totem#/#.png) string fileName = "Totem" + parent_totem.GetTotemNum() + "/" + id; Texture texture = Resources.Load(fileName) as Texture; newSymbolMat.mainTexture = texture; newSymbolMat.SetTexture("_EmissionMap", texture); // Set the symbol's id and update the symbols list Symbol newSymbol = newSymbolTF.gameObject.GetComponent <Symbol> (); newSymbol.Init(gparent_gridSpace, parent_totem, id, rows, index, tileHeight); symbolList [id] = newSymbol; symbolCount++; }