Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Jakerz22 · Sep 17, 2015 at 06:11 PM · instantiatearrayclonesaveload

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);
  
 }
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Jakerz22 · Sep 19, 2015 at 10:58 AM 0
Share

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++;
 }

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

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


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges