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Question by Thephil2988 · Mar 09, 2018 at 09:14 PM · gameobjectinstantiatetextfor-loopparenting

Creating text at the position of the gameobjects in world

HI all!

I am trying to have a text displaying over the enemies and player. The code as it is will just display it on top, but for testing purpose it doesnt matter.

Code: public class ShowHealthText : MonoBehaviour { public List listOfObjects; public Text healthText; GameObject go;

     // Update is called once per frame
     void Update () {
 
         //I add the enemies and the player to a list
         listOfObjects = new List<GameObject>();
         listOfObjects.AddRange(GameObject.FindGameObjectsWithTag("Enemy"));
         listOfObjects.Add(GameObject.FindGameObjectWithTag("Player"));
 
         //Finding all existing text opjects and destroys them
         var texts = GameObject.FindGameObjectsWithTag("HealthText");
         for (int i = 0; i < texts.Length; i++)
         {
             Destroy(texts[i]);
         }
 
         //Creates as many new GameObjects as there is enemies + player
         //and adds a text component to them
         go = new GameObject("Text Go");
         go.AddComponent<Text>();
         for (int i = 0; i < listOfObjects.Count; i++)
         {
             go.tag = "HealthText";
             go.transform.SetParent(this.transform);
             go.GetComponent<Text>().text = "stuff";
 
             //Instantiates the text as a parent of the canvas
             //and in the position as the GameObject in the list
             Instantiate(go, listOfObjects[i].transform.position, transform.rotation);
         }
     }
 }

When i run the code, i get the correct amount of gameobjects, all with the text element. But only one gets positioned right and has the canvas as parent. The other objects gets piled up somewhere outside the canvas and no text is actually showed in the game (not even the correctly positioned).

I dont get the inconsitency and why it doesnt work. Please help me :D

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