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Question by SavageX370 · Nov 27, 2018 at 06:15 AM · gameobjectinstantiateupdateremovearray of gameobjects

New to unity - I am using this script to add prefabs to an inventory array on click. How can I remove those prefabs/gameobjects from my array slots once I have instantiated them? see the example code below:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Addonclick : MonoBehaviour
 {
     public List<GameObject> prefabs;
     public Transform[] spawnLocations;
     public RaycastHit hit;
     public Ray ray;
     public float YAxisAngle;
 
     void Start()
     {
 
     }
 
     void Update()
     {
         for (int i = 0; i < prefabs.Count; i++)
         {
             if (prefabs[i] == null)
             {
                 prefabs.RemoveAt(i);
             }
         }
 
         if (Input.GetMouseButtonDown(0))
         {
             ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if (Physics.Raycast(ray, out hit, 100))
             {
                 hit.rigidbody.gameObject.tag = "Curated";
                 Destroy(hit.rigidbody.gameObject.GetComponent<PaintingLife>());
                 addtoArray(hit.rigidbody.gameObject);
                 Debug.Log(prefabs);
                 //hit.rigidbody.gameObject.transform.position = new Vector3(0, -100, 0);
                 hit.rigidbody.gameObject.SetActive(false);
                 hit.rigidbody.gameObject.GetComponent<PaintingLongLife>().enabled = (true);
                 //Destroy(hit.rigidbody.gameObject);
                 //Debug.Log(hit.collider.gameObject.name);
             }
         }
 
 
 
         if (Input.GetMouseButtonDown(2))
         {
             instantiateList();
         }
     }
 
     void addtoArray(GameObject obj)
     {
         prefabs.Add(obj);
     }
 
     void instantiateList()
     {
 
         for (int i = 0; i < prefabs.Count; i++)
         {
             prefabs[i].SetActive(true);
             Instantiate(prefabs[i], spawnLocations[0].transform.position, Quaternion.Euler(-90, YAxisAngle, 0));
 
         }
     }
 }
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Answer by hameed-ullah-jan · Nov 27, 2018 at 06:42 AM

In the following function just add this condition, this way you cannot add the same objects to the list:

  void addtoArray(GameObject obj)
      {
 if(!prefabs.Contains(obj))
          prefabs.Add(obj);
      }
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avatar image SavageX370 · Nov 27, 2018 at 07:01 AM 0
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This doesn't seem to be working - for more clarity: Once the player has added an item to the array, with the function (Input.Get$$anonymous$$ouseButtonDown(0)) later on, they will have the chance to instantiate the objects somewhere else with the function (Input.Get$$anonymous$$ouseButtonDown(2)). which calls the instantiateList().

Once the list is instantiated, I need that list to essentially be reset.

avatar image hameed-ullah-jan · Nov 27, 2018 at 07:04 AM 1
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if you want to reset the list, you can just use prefabs.Clear()

avatar image SavageX370 hameed-ullah-jan · Nov 27, 2018 at 07:31 AM 0
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You sir are awesome!! I was able to add prefabs.Clear(); to the (Input.Get$$anonymous$$ouseButtonDown(2)) command and it worked. It gave me a bug where if I clicked on that same obect and spawned it again, it spit out multiple duplicates. But I fixed this by adding the requirement if (Physics.Raycast(ray, out hit, 100) & hit.rigidbody.gameObject.tag == "Painting") to the (Input.Get$$anonymous$$ouseButtonDown(0)). This way the script only acted on objects with the pre-existing tag.

Thank you so much!

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