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Answer by CallToAdventure

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Ok, it was easier than I thought; Now if you mess around with a switch at a higher rate the effect is, well, as desired :) if (hit.collider.tag == "LightBulb") { if ((Time.time - lastTapTime) < tapSpeed) { Debug.Log("Destroyed!"); LIGHTON.SetActiveRecursively (false); LIGHTOFF.SetActiveRecursively (true); LightSwitchControler.active = false; LightSwitchControlerDummy.active = true; GameObject.Find("MainCamera").SendMessage("LightRoom"); } lastTapTime = Time.time; }

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