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Question by beeman2000 · Dec 02, 2020 at 12:33 AM · instantiatetransformpositionlist

How do I instantiate mutliple prefabs at the same location of a series of empty objects I put in the scene?

First of all: I'm not a programmer, I'm an aspiring game designer that wants to make something simple on his own, so most of my knowledge comes from tutorials and trial and error. What I have to do is to spawn multiple copies of my prefab (`card`) at the same location of a series of empty objects I set up in the scene (`cardPoint`). That'd be easy enough if I didn't want to make multiple levels with different amounts of cardPoints, so I need a way to make it easier for me to edit the amount of cardPoints from the inspector without having to make a new code for every single level. I know you can make a list in Unity but I still have no idea of how to make it work with a series of Transforms.

At the moment my script would look like this:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TileGenerator : MonoBehaviour
 {
     public GameObject card;
     public Transform cardPoint1;
     public Transform cardPoint2;
     public Transform cardPoint3;
     public Transform cardPoint4;
     public Transform cardPoint5;
     public Transform cardPoint6;
     public Transform cardPoint7;
     public Transform cardPoint8;
     public Transform cardPoint9;
     public Transform cardPoint10;
     public Transform cardPoint11;
     public Transform cardPoint12;
     public Transform cardPoint13;
     public Transform cardPoint14;
     public Transform cardPoint15;
     public Transform cardPoint16;
     public Transform cardPoint17;
     public Transform cardPoint18;
     public Transform cardPoint19;
     public Transform cardPoint20;
 
     void Awake()
     {
         Instantiate(card, cardPoint1.position, cardPoint1.rotation);
         Instantiate(card, cardPoint2.position, cardPoint1.rotation);
         Instantiate(card, cardPoint3.position, cardPoint1.rotation);
         Instantiate(card, cardPoint4.position, cardPoint1.rotation);
         Instantiate(card, cardPoint5.position, cardPoint1.rotation);
         Instantiate(card, cardPoint6.position, cardPoint1.rotation);
         Instantiate(card, cardPoint7.position, cardPoint1.rotation);
         Instantiate(card, cardPoint8.position, cardPoint1.rotation);
         Instantiate(card, cardPoint9.position, cardPoint1.rotation);
         Instantiate(card, cardPoint10.position, cardPoint1.rotation);
         Instantiate(card, cardPoint11.position, cardPoint1.rotation);
         Instantiate(card, cardPoint12.position, cardPoint1.rotation);
         Instantiate(card, cardPoint13.position, cardPoint1.rotation);
         Instantiate(card, cardPoint14.position, cardPoint1.rotation);
         Instantiate(card, cardPoint15.position, cardPoint1.rotation);
         Instantiate(card, cardPoint16.position, cardPoint1.rotation);
         Instantiate(card, cardPoint17.position, cardPoint1.rotation);
         Instantiate(card, cardPoint18.position, cardPoint1.rotation);
         Instantiate(card, cardPoint19.position, cardPoint1.rotation);
         Instantiate(card, cardPoint20.position, cardPoint1.rotation);
     }
 }
 

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