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Question by fleischverpackung · Mar 23, 2016 at 03:07 PM · gameobjectarraylooptranslategenerate

Generate and translate GameObjects

Hi all,

I want to tranform multiple objects with variables from an array. It works but is very unflexible.

Any inputs on how to do this with a loop? Thanks :)

 sphereA.transform.position = (new Vector3(UDPClient.kinect[0], UDPClient.kinect[1], UDPClient.kinect[2]));
         sphereB.transform.position = (new Vector3(UDPClient.kinect[3], UDPClient.kinect[4], UDPClient.kinect[5]));
         sphereC.transform.position = (new Vector3(UDPClient.kinect[6], UDPClient.kinect[7], UDPClient.kinect[8]));
         sphereD.transform.position = (new Vector3(UDPClient.kinect[9], UDPClient.kinect[10], UDPClient.kinect[11]));
         sphereE.transform.position = (new Vector3(UDPClient.kinect[12], UDPClient.kinect[13], UDPClient.kinect[14]));
         sphereF.transform.position = (new Vector3(UDPClient.kinect[15], UDPClient.kinect[16], UDPClient.kinect[17]));
         sphereG.transform.position = (new Vector3(UDPClient.kinect[18], UDPClient.kinect[19], UDPClient.kinect[20]));
         sphereH.transform.position = (new Vector3(UDPClient.kinect[21], UDPClient.kinect[22], UDPClient.kinect[23]));
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Answer by ComradeVanti · Mar 23, 2016 at 03:17 PM

Something like this?

 void translateObjects ()
     {
         GameObject[] yourObjects;
         int index = 0;
         for (int i = 0; i < yourObjects.Length; i++) {
             yourObjects [i].transform.position = new Vector3 (UDPClient.kinect [index], UDPClient.kinect [index + 1], UDPClient.kinect [index + 2]);
             index += 3;
         }
 
     }

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Answer by fleischverpackung · Mar 23, 2016 at 03:43 PM

Thanks, yes this works! But is there a way to generate all the GameObjects? I don't want to drag all of em into the inspector and then write the array by hand. There are a lot of arrays :)

     public GameObject sphere0;
         public GameObject sphere1;
         public GameObject sphere2;
         public GameObject sphere3;
         public GameObject sphere4;
         public GameObject sphere5;
         public GameObject sphere6;
         public GameObject sphere7;
     
     void Start()
         {
              sphereArr = new GameObject[]
             {
                 sphere0,
                 sphere1,
                 sphere2,
                 sphere3,
                 sphere4,
                 sphere5,
                 sphere6,
                 sphere7
                };
     }
     
     
     void Update()
             {
              for (int i = 0; i < sphereArr.Length; i++)
                    {
                     sphereArr[i].transform.position = (new Vector3(UDPClient.kinect[i*3], UDPClient.kinect[i*3+1], UDPClient.kinect[i*3+2]));
                    }
 }



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