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Error CS0029: Cannot implicitly convert type to UnityEngine.UI.Transform

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I keep getting error CS0029 in line 127. Does anyone know how to deal with this? Code (it's still unfinished): using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Parallaxer : MonoBehaviour { class PoolObject { public Transform transform; public bool inUse; public PoolObject(Transform t) { transform = t; } public void Use() { inUse = true; } public void Dispose() { inUse = false; } } [System.Serializable] public struct YSpawnRange { public float min; public float max; } public GameObject Prefab; public int poolSize; public float shiftSpeed; public float spawnRate; public YSpawnRange ySpawnRange; public Vector3 deflautSpawnPos; public bool spawnImmediate; public Vector3 immediateSpawnPos; public Vector2 targetAspectRatio; float spawnTimer; float targetAspect; PoolObject[] poolObjects; Game_Manager game; void Awake() { Configure(); } void Start() { game = Game_Manager.Instance; } void OnEnable() { Game_Manager.OnGameOverComfirmed += OnGameOverComfirmed; } void OnDisable() { Game_Manager.OnGameOverComfirmed -= OnGameOverComfirmed; } void OnGameOverComfirmed() { } void Update() { } void Configure() { targetAspect = targetAspectRatio.x / targetAspectRatio.y; poolObjects = new PoolObject[poolSize]; for (int i = 0; i < poolObjects.Length; i++) { GameObject go = Instantiate(Prefab) as GameObject; Transform t = go.transform; t.SetParent(transform); t.position = Vector3.one * 1000; poolObjects[i] = new PoolObject(t); } if (spawnImmediate) { SpawnImmediate(); } } void Spawn() { Transform t = GetPoolObject(); if (t == null) return; Vector3 pos = Vector3.zero; pos.x = deflautSpawnPos.x; pos.y = Random.Range(ySpawnRange.min, ySpawnRange.max); t.position = pos; } void SpawnImmediate() { } void Shift() { for (int i = 0; i < poolObjects.Length; i++) { poolObjects[i].transform.position += -Vector3.right * shiftSpeed * Time.deltaTime; CheckDisposeObject(poolObjects[i]); } } void CheckDisposeObject(PoolObject poolObject) { if(poolObject.transform.position.x < -deflautSpawnPos.x) { poolObject.Dispose(); poolObject.transform.position = Vector3.one * 1000; } } Transform GetPoolObject() { for (int i = 0; i < poolObjects.Length; i++) { if(!poolObjects[i].inUse ) { poolObjects[i].Use(); return poolObjects[i]; } } return null; } }
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