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Question by NorthernEagle · Apr 24, 2012 at 12:28 AM · instantiatearray

Instantiate gameobject and add to array (C#)

Hi fellow Uniters, i've run into a little problem here. Any help would be greatly appreciated. I'm trying to instantiate an enemy combatant and have it fill in the enemyCount[] array. Here's my code so far:

 using UnityEngine;
 using System.Collections;
 
 public class Enemy : MonoBehaviour
 {
   public GameObject enemyCombatant;
   public int[] enemyCount;
   public int maxEnemies = 5;
 
   void Start ()
   {
     enemyCount = new int[maxEnemies];
   }
 
   void FixedUpdate ()
   {
     for (int numberOfEnemies = 0; numberOfEnemies <= maxEnemies; numberOfEnemies++)
     {
       GameObject enemyCombatantClone = Instantiate(enemyCombatant, new Vector3(40, 2, 0), Quaternion.identity) as GameObject;
     }
    }
 }
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avatar image Kryptos · Apr 24, 2012 at 11:47 AM 1
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Instantiating in FixedUpdate is not a good idea, especially if your instantiated objects have some colliders or other physics-related components.

On top of that, you will continue to instantiate maxEnemies instances each fixed frame. Don't think this is what you want.

avatar image NorthernEagle · Apr 24, 2012 at 10:59 PM 0
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Right, need to fix that asap! Thanks!

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Answer by Eric5h5 · Apr 24, 2012 at 12:36 AM

In the loop should be

 enemyCount[i] = Instantiate (enemyCombatant, new Vector3(40, 2, 0), Quaternion.identity) as GameObject;

Just use the standard "i" for the loop index name; "numberOfEnemies" is not a good name since you're not actually increasing the number of enemies. The loop should be "i < maxEnemies", not

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avatar image NorthernEagle · Apr 24, 2012 at 11:00 PM 0
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Hi Eric5h5, thanks for the quick reply. Please excuse my late reply. Thanks for the explanation.

avatar image pappu33 · Jun 27, 2015 at 08:19 AM 0
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did u already declare enemyCount[i] at beginning as GameObject[] enemyCount = new GameObject(); ?

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