How to create an array of clones for a seperate Save/Load script
There are answers to similar questions out there, but as a total novice I can't quite put them together.
I want all clones created from a prefab to be put into an array so that said array can be added to another script for the purpose of saving and loading the scene. At the moment, I am unsure how to check if I am adding objects to the array and how the array can be accessed from my SaveLoad script.
 #pragma strict
 
 var memory : Rigidbody;
 var throwPower : float;
 var memoryCounter = 0;
 public var memories = new Array ();
 
 //instantiates memory clone on click, renames each clone with identifier and adds object to an Array
 
 function OnClick () {
 
     var clone : Rigidbody;
     clone = Instantiate(memory, transform.position, transform.rotation);
     clone.velocity = transform.TransformDirection(Vector3.forward * throwPower);
     clone.name = "clone" + memoryCounter.ToString();
     memoryCounter++;
     memories.push (clone);
  
 }
 
              I have managed to get my array to work as I hoped, although I am sure I have not used the most efficient method. I just added a tag to the prefab that gets instantiated and used FindGameObjectsWithTag() to put them into a new array (replacing the old one) each time a new one is created. I will update here when I see if it is working as expected in my SaveLoad script.
 #pragma strict
 
 var memory : Rigidbody;
 var throwPower : float;
 var memoryCounter = 0;
 public var memories = new Array ();
 
 //finds all memory objects with tag and replaces memories array with new version of array
 
 function Update ()
 {
     var memoryCheck = GameObject.FindGameObjectsWithTag("$$anonymous$$emory");
     memories = new Array(memoryCheck);
     print(memories);
 }
 
 //instantiates memory object on click, renames each object with identifier and adds object to an Array
 
 function OnClick () {
 
     var clone : Rigidbody;
     clone = Instantiate(memory, transform.position, transform.rotation);
     clone.velocity = transform.TransformDirection(Vector3.forward * throwPower);
     clone.name = "clone" + memoryCounter.ToString();
     memoryCounter++;
 }
                 Your answer
 
             Follow this Question
Related Questions
How do you make a clone have the same tag as its original? 0 Answers
Bullet clones will not be destroyed. 2 Answers
Random.range game object destroying itself before reaching destroy position.Please help. 1 Answer
Destroy button only destroys the last clone of object 1 Answer
Cloning an object seems to cause the original to disappear 1 Answer