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Question by marocLightning · Mar 26, 2018 at 01:19 PM · instantiatearrayarrays

Adding a new GameObject to an Array without overriding the others

Hello,

my floor is made of different Tiles which i want to store in an array. The only problem is, that the tiles that i add to my array overwrite the other Tiles. If I instantiate them directly, their position is right. But if i store them in an array and instantiate every single Tile in the Array, they end up having the same properties. So i basically instantiate the same GameObject over and over again. Heres The Code:

 public int Length;
 public int Width;
 public GameObject Tile;
 public GameObject[] floorTiles;
 
 int floorTileIndex =0;
     private void GenerateTheFloor()
     {
         //Loop for the FloorLength
         for (int i = 0; i < Length; i++)
         {
             floorTiles[floorTileIndex- 1] = Tile;
             TileSkript tSkript = floorTiles[floorTileIndex- 1].GetComponent<TileSkript >();
             tSkript .YPos = i;
             tSkript .XPos = 0;
             bodenAusFliesen[FliesenIndex - 1].transform.SetPositionAndRotation(new Vector3(tSkript .XPos,     0, tSkript .YPos), new Quaternion(0, 0, 0, 0));
 
             floorTileIndex++;
         #endregion Länge
             //Loop for the width
             for (int a = 0; a < width-1; a++)
             {
             floorTiles[floorTileIndex- 1] = Tile;
             TileSkript tSkript = floorTiles[floorTileIndex- 1].GetComponent<TileSkript >();
             tSkript .YPos = i;
             tSkript .XPos = 0;
             bodenAusFliesen[FliesenIndex - 1].transform.SetPositionAndRotation(new Vector3(tSkript .XPos,       0, tSkript .YPos), new Quaternion(0, 0, 0, 0));
             floorTileIndex++;
             }
 
         }
     }

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