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Question by theobbb · Dec 09, 2019 at 10:23 PM · gameobjectjointforeach

Reference Object Instance

Hi! I'm using a quaternion Awake state for some rigidbodies (BodyParts) and I can't find a way to wrap them in a cleaner way... (I have a lot more). I want to be able to reference this Awake state later. Thank You!

 public GameObject[] BodyParts;
 Quaternion ex1, ex2, ex3, ex4, ex5;

 private void Awake()
 {
 // something like this
     foreach (GameObject part in BodyParts)
         part.GetComponent<ConfigurableJoint>().targetRotation = new Quaternion();

 // instead of this
     ex1 = BodyParts[1].GetComponent<ConfigurableJoint>().targetRotation;
     ex2 = BodyParts[2].GetComponent<ConfigurableJoint>().targetRotation;
     ex3 = BodyParts[3].GetComponent<ConfigurableJoint>().targetRotation;
     ex4 = BodyParts[4].GetComponent<ConfigurableJoint>().targetRotation;
     ex5 = BodyParts[5].GetComponent<ConfigurableJoint>().targetRotation;
 }

















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Answer by voncarp · Dec 10, 2019 at 12:47 AM

Grab it all in one swoop. Add it to a list.

 using System.Collections.Generic;
 using UnityEngine;
 
 public class HelpScript : MonoBehaviour
 {
 
     public GameObject[] BodyParts;
     public Transform RootTransform;

     List<Quaternion> ex;
     ConfigurableJoint[] configurableJoints;
 
     void Awake()
     {
         for (int i = 0; i < BodyParts.Length; i++)
         {
             configurableJoints = BodyParts[i].transform.GetComponentsInChildren<ConfigurableJoint>();
             for (int z = 0; z < configurableJoints.Length; z++)
             {
                 ex.Add(configurableJoints[z].targetRotation);
             }
         }
     }
 }


You can also grab them all from the root (top) transform.

    void GrabFromRoot()
     {
         configurableJoints = RootTransform.GetComponentsInChildren<ConfigurableJoint>();
         for (int z = 0; z < configurableJoints.Length; z++)
         {
             ex.Add(configurableJoints[z].targetRotation);
         }
     }

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