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Question by xBPM · Aug 04, 2017 at 10:47 AM · c#scripting problemphysicsscripting beginnermodel

Storing gameObjects in an array and essentially printing them?

Is it even possible, say I have a model with 10 parts, store each individual part in an array and then have a script print them in a straight line, so you can view each part individually on its own.

How would I go about doing this? Even if I am thinking about this completely the wrong way, its the whole idea I am struggling with but any help would be appreciated.

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Answer by ShadyProductions · Aug 04, 2017 at 02:00 PM

Your model (gameobject parent that has 10 children gameobjects) Give the parent a tag then you can do:

 var parts = GameObject.FindWithTag("YourModelTag").GetComponentsInChildren<Transform>();

parts is your array

 for(var i=0; i < parts.Length; i++) {
 // skip parent
 if (parts[i].tag == "YourModelTag") continue;
 //create part
 Instantiate(part[i], new Vector3(i, 0, 0), Quaternion.identity);
 }
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avatar image xBPM · Aug 08, 2017 at 08:21 AM 0
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Appreciate the reply. It is does work to a degree. It only moves each part 1 unit apart and makes the scene extremely laggy. Any ideas :/ Not sure how to fix this

avatar image ShadyProductions xBPM · Aug 08, 2017 at 08:24 AM 0
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don't put it in update, but in start for example.

And change the i in new Vector3(i, 0, 0) to i + 2 for example you can choose your space between the objects.

Show me your code and I'll see if I can optimize it.

avatar image Saryk360 ShadyProductions · Aug 08, 2017 at 08:29 AM 0
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If you want them to be evenly spaced and they all have the same width, you can use (i*width, 0, 0)

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