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Question by Jan_Julius · Nov 18, 2014 at 03:57 PM · guigameobjectinstantiatesprite

How can I instantiate multiple objects with a loop and have them be different

I have a few sprites which will contain stars, a button for playing the level which will be play or locked. I have some variables for each level with playerprefs, one that is an int that will contain 1-3 depending on stars that you have reached per level and a variable which is a bool that checks if the level is completed or not, if it is the next level will get unlocked.

Now what I'm in the need for help is how I would make a level select with sprites, I already made this with a GUI but I dont know how to do this with text meshes and if i should have them set inactive and set them active or instantiate them and how I can make sometime so I can scroll through them.

My terrible example in Unity's GUI, but it gives an idea of what I'm wanting to do:

alt text

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Answer by Slev · Nov 18, 2014 at 04:24 PM

You're a little unclear on the breakdown here... but the gist would be...

 //in C#
 for (int i = 0; i < num_children; i++) {
     GameObject g = Instantiate(childObj, position, rotation);
     g.GetComponet<TextMesh>().text = custom_text[i];
     YourScript script = g.GetComponent<YourScript>();
     script.stars = level[i] //or something similar
 }

That should generate multiple children with custom text (maybe from an array?) and customize the number of stars. Without more details on implementation, I can not be more specific.

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avatar image Jan_Julius · Nov 19, 2014 at 08:48 AM 0
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I have updated my question, can you please take a second look at it , I have explained it more clearly now.

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