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Question by smirlianos · Mar 02, 2014 at 10:50 AM · arraysearchforpropertyeach

How to store gameobjects in an array

Hello,

I have a scene where there are 10 game objects with some properties. How can I store them on an array and check if a specific property is true for each one of them??

Thanks!

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Answer by Nick4 · Mar 02, 2014 at 11:51 AM

What kind of properties? If things like isTrigger variable in Collider component is what you mean then you should write a code where only gameObjects with isTrigger enabled will be added to your array. But I'd suggest lists in this case. So, something like this would do it.

 using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class myClass : MonoBehaviour 
 {
    
    List<GameObject> objects = new List<GameObject>();
    Vector3 center = new Vector3(/* Wherever you want to start sphere casting*/)
    float radius;
 
    void Update()
    {
       foreach(Collider co in Physics.OverlapSphere(center, r))
       {
          if(co.gameObject.GetComponent<Collider>().isTrigger == true)
          {
             objects.Add(co.gameObject);
          }
       }
    }
 }
 
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avatar image smirlianos · Mar 02, 2014 at 12:03 PM 0
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It's not a trigger, it's a variable on a Js each one has (var selected : boolean)

avatar image Nick4 · Mar 02, 2014 at 12:37 PM 0
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If it's a custom variable, define its access modifier public then do the same except this time you'll need to change the name of your component and variable.

Example :

 if(co.gameObject.GetComponent<$$anonymous$$yScript>().myVariable == true)
 {
     objects.Add(co.gameObject);
 }
avatar image smirlianos · Mar 02, 2014 at 01:08 PM 0
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Thanks! Is it possible to convert it to Js?

avatar image Nick4 · Mar 02, 2014 at 01:19 PM 0
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I'm not very familiar with javascript but I think this should do it :

 var objects : List.<GameObject> = new List.<GameObject>();
 var center : Vector3;
 var radius : float;
 
 function Update()
 {
     for (var co : Collider in Physics.OverlapSphere(center, r))
     {
         if(co.gameObject.GetComponent<Collider>().isTrigger == true)
         {
             objects.Add(co.gameObject);
         }
     }
 }

Good luck.

avatar image smirlianos · Mar 02, 2014 at 09:08 PM 0
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Thanks !

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Wiki

Answer by mclankyman · Mar 02, 2014 at 11:10 AM

 public GameObject[] gameObjects;
     
 void Update()
 {
         for(int i = 0; i < gameObjects.Length; i++)
     {
         //could test what you wanted here
         if(gameObjects[i].activeSelf)
         {
             //do something
         }
     }
 }

You would need to assign the GameObjects in the inspector if they were public like this. You can always assign the GameObjects in code if you wanted to.

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avatar image smirlianos · Mar 02, 2014 at 12:02 PM 0
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I can't assign them on the inspector. They are generated on run time. Is there a way I can do that with code?

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