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Question by sunnykwong91500 · Feb 11, 2020 at 03:01 AM · 2dgameobjectinstantiatearray

Instantiating a gameObject in an array is not working for me

I'm making a game which lets you spawn units in a game, and to start spawning a unit I need to instantiate the unit prefab first to then get the necessary components from their individual variables. However I can not instantiate the gameObject into the array.

     public GameObject[] instantiatedUnits;
     float[] unitLastSummonTime = new float[5];
     float[] unitCooldowns = new float[5];
     float[] unitCosts = new float[5];
 
     public void InstantiateAllUnits()
     {
         for (int i = 0; i < 5; i++)
         {
             instantiatedUnits[i] = (GameObject)Instantiate(Resources.Load("Units/" + UnitManagement.unitsName[i].ToString()), new Vector3(0, 3, 0), new Quaternion());
             unitCooldowns[i] = instantiatedUnits[i].GetComponent<UnitScript>().cooldown;
             unitCosts[i] = instantiatedUnits[i].GetComponent<UnitScript>().cost;
             Destroy(instantiatedUnits[i]);
         }
 
     }

When I try to instantiate outside of the array, it works. But I need it in the array so I can call select the unit from it. Any help would be great.

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avatar image orionsyndrome · Feb 11, 2020 at 03:17 AM 1
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from what you've shown it's not apparent where the problem might lie, your code seems to be ok, apart from the fact that I can't see where you initialize an array. I'm guessing it's a serialized field on a $$anonymous$$onoBehavior? I also don't understand what do you mean by "it works". how do you call this method? more info is needed.

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Answer by Arshww · Feb 11, 2020 at 04:03 AM

Well, i'd do this using List<> instead of array[], here's how i'd do it:

  //First, using List is way better for adding the units instantiated:
  public List<GameObject> instantiatedUnits = new List<GameObject>(); // Changed from array[] to List<>. !!REMEMBER TO ADD THE NAMESPACE: using System.Collections.Generic!!
  float[] unitLastSummonTime = new float[5];
  float[] unitCooldowns = new float[5];
  float[] unitCosts = new float[5];
 
  public void InstantiateAllUnits()
  {
      for (int i = 0; i < 5; i++)
      {
          //now here we create a GameObject named "UNIT" and we instantiate the unit you'd like:
          GameObject UNIT = Instantiate(Resources.Load("Units/" + UnitManagement.unitsName[i].ToString()), new Vector3(0, 3, 0), new Quaternion());
          //then we add the UNIT GameObject to the instantiatedUnits List:
          instantiatedUnits.Add(UNIT);
          //DONE! Now you can access your instantiated Unit and its properties like in arrays: instantiatedUnits[Index]
          unitCooldowns[i] = instantiatedUnits[i].GetComponent<UnitScript>().cooldown;
          unitCosts[i] = instantiatedUnits[i].GetComponent<UnitScript>().cost;
          Destroy(instantiatedUnits[i]);
      }
  }
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avatar image sunnykwong91500 · Feb 11, 2020 at 04:17 AM 0
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I have changed it to a List but it did not fix the problem. However I did realize that my Destroy line might have been deleting the objects from the array ins$$anonymous$$d of just killing them off and leaving instances for me to clone from and by removing that it seems to have fixed it.

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