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Question by darkal · Nov 14, 2017 at 05:37 PM · c#gameobjectinstantiatearrayreplace

Want replace a current object with one inside array the object being replaced with is prefab

so i have array with object inside i want replace object with whats inside array in slot 1

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class SpawnSetting1 : MonoBehaviour {
 
     public bool opt;
 
     public GameObject current;
     public GameObject[] test;
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         current = this.gameObject;
     }
 
     void OnGUI()
     {
         if(opt)
         {
             if(GUI.Button(new Rect(Screen.width - 160,0, 160, 30), "make sphere"))
             {
                 current = test[1];
             }
             
         }
     }
 
     public void Options()
     {
         opt = !opt;
     }
 }

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Best Answer

Answer by Hellium · Nov 14, 2017 at 05:45 PM

I haven't tested the script but give it a try

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine.UI;
 using UnityEngine;
 
 public class SpawnSetting1 : MonoBehaviour
 {
     public bool opt;
     
     private GameObject current;
     
     [SerializeField]
     private GameObject[] prefabs;
     
     private GameObject[] instances;
 
     private void Awake()
     {
         instances = new GameObject[prefabs.Length] ;
         SwapWith(0);
     }
     
     void OnGUI()
     {
         if(opt)
         {
             if(GUI.Button(new Rect(Screen.width - 160,0, 160, 30), "make sphere"))
             {
                 SwapWith(1) ;
             }
         }
     }
 
     public void Options()
     {
         opt = !opt;
     }
     
     public void SwapWith( int prefabIndex )
     {
         if( instances[prefabIndex] == null )
         {
             instances[prefabIndex] = Instantiate( prefabs[prefabIndex] ) ;
         }
         
         if( current != null )
         {
             instances[prefabIndex].transform.position = current.transform.position ;
             instances[prefabIndex].transform.rotation = current.transform.rotation ;
             current.SetActive(false);
         }
         
         current = instances[prefabIndex];
         current.SetActive(true);
     }
 }


INITIAL ANSWER

Supposing you want to hide the current one and show a new one :

  if(GUI.Button(new Rect(Screen.width - 160,0, 160, 30), "make sphere"))
  {
      current.SetActive(false);
      current = test[1];
      current.SetActive(true);
  }

test must contain objects currently in the scene. If you have prefabs, the code won't be the same.

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avatar image darkal · Nov 14, 2017 at 05:47 PM 0
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yes the objects are prefabs main goal is to not have them in the scene tell i set it be that object from the array

avatar image darkal · Nov 14, 2017 at 05:53 PM 0
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its also prefectly fine if code isnt same as long as it works idm restarting from scratch

avatar image Hellium darkal · Nov 14, 2017 at 05:56 PM 0
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I've updated my answer to handle prefabs, give it a try ;)

avatar image darkal · Nov 14, 2017 at 06:04 PM 0
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IndexOutOfRangeException: Array index is out of range. SpawnSetting1.SwapWith (Int32 prefabIndex) (at Assets/Game/Spawn/SpawnSetting1.cs:41) SpawnSetting1.OnGUI () (at Assets/Game/Spawn/SpawnSetting1.cs:29)

nope

avatar image darkal darkal · Nov 14, 2017 at 06:05 PM 0
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if (instances[prefabIndex] == null) <---this is part with issue

avatar image Hellium darkal · Nov 14, 2017 at 06:09 PM 0
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I don't have the error here. Are you sure you have filled the prefabs array?

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avatar image darkal · Nov 14, 2017 at 06:14 PM 0
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i got it working now had fix prefab list

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