GameObject CreateBlock(GameObject _prefab, Vector3 _position, float _yRotation) { GameObject newInst = Instantiate(_prefab); newInst.transform.position = _position; newInst.transform.RotateAround(newInst.transform.position, Vector3.up, _yRotation); newInst.transform.SetParent(transform, false); GOData goD = newInst.AddComponent <GOData>(); goD.blockTypeName = _prefab.name; goD.position = newInst.transform.position; goD.yRotation = _yRotation; newInst.name = _prefab.name + ", X:" + newInst.transform.position.x + ", Y:" + newInst.transform.position.y + ", Z:" + newInst.transform.position.z; newInst.GetComponentInChildren <MeshRenderer>().gameObject.AddComponent <NavMeshSourceTag>(); Util.AddAllMeshCollidersToRenderers(newInst); mapData.Add(newInst); return(newInst); }