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Question by squshy · Feb 16, 2018 at 07:52 PM · c#rotationtransformarrayrigidbody2d

accessing an array of rigidbodies at once? c#

I'm currently looking to control multiple doors in a building all at once for simplicity instead of writing out a whole process per door. i have been looking at my code for a while now and can only seem to get it to pick up one door (so i know my tags are perfectly fine)

is their a way for me to access every rigid body in an array at once with this code?

 gameobject[] doors;
 rigidbody2d rb; 
 
 void start(){ 
         doors = GameObject.FindGameObjectsWithTag("door");
         rb = doors.GetComponent<Rigidbody2D>();    
 }
 
 void whenCalled(){    
   rb.transform.rotation = Quaternion.AngleAxis(-110, Vector3.forward);
   
 }


without the array i can rotate one door with this code but with the array i get this error message.

Error CS1061 'GameObject[]' does not contain a definition for 'GetComponent' and no extension method 'GetComponent' accepting a first argument of type 'GameObject[]' could be found (are you missing a using directive or an assembly reference?)

all help appreciated thank you in advance.

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Best Answer

Answer by ElijahShadbolt · Feb 16, 2018 at 08:16 PM

GameObject[] is an array of GameObject instances. You can use GetComponent on each individual instance, but the array itself does not have a GetComponent method.

 GameObject[] doors;
 Rigidbody2D[] rbs;

 void Start() {
     doors = GameObject.FindGameObjectsWithTag("door");

     // initialize array with same number of elements.
     rbs = new Rigidbody2D[doors.Length];

     // loop through each GameObject and cache its rigidbody.
     for (int i = 0; i < doors.Length; ++i) {
         // get GameObject at index `i`
         GameObject door = doors[i];
         // set rigidbody at index `i`
         rbs[i] = door.GetComponent<Rigidbody2D>();
     }
 }

 void whenCalled() {
     // loop through each Rigidbody2D and change its rotation.
     foreach (Rigidbody2D rb in rbs) {
         rb.transform.rotation = Quaternion.AngleAxis(-110, Vector3.forward);
     }
 }
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avatar image squshy · Feb 16, 2018 at 08:18 PM 1
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thanks for talking me through it, it makes much more sense now

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Answer by Deathdefy · Feb 16, 2018 at 08:01 PM

     GameObject[] doors;
     Rigidbody2D[] doorBodies;
 
     private void Start()
     {
         doors = GameObject.FindGameObjectsWithTag("door");
 
         doorBodies = new Rigidbody2D[doors.Length];
         for(int i = 0; i < doors.Length;i++)
         {
             doorBodies[i] = doors[i].GetComponent<Rigidbody2D>();
         }
     }
 
     void whenCalled()
     {
         for(int i = 0; i < doorBodies.Length;i++)
         {
             doorBodies[i].transform.rotation = Quaternion.AngleAxis(-110, Vector3.forward);
         }
     }


Should give you what you need.

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avatar image squshy · Feb 16, 2018 at 08:15 PM 0
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Works perfect thank you, you beautiful human

avatar image ElijahShadbolt · Feb 16, 2018 at 08:16 PM 0
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Damn, beat me to it

avatar image Deathdefy ElijahShadbolt · Feb 16, 2018 at 08:21 PM 1
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but he marked yours as an answer lol

avatar image QQQ_QQQ · Apr 17, 2020 at 01:41 PM 0
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this one is even better:)

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