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Question by cameron_balmer · Oct 07, 2021 at 01:26 PM · scripting problemprefabscriptingbasicsprefab changing at runtimedimensions

Build a House using code and prefabs

Hey guys, currently trying to devise a script to take user input in terms of length, breadth, height and width of walls and create a house using this. Right now the walls and floor work and give me the desired result however there is a crucial change I must make within the buildExterior method ; Right now the system instantiates 1 wall prefab and manipulated this using scale to provide the desired effect, this creates problems with textures etc and meshes. Ideally, I would like this to simply spawn a repeated version of the wall prefab... ie a wall of specified length "40" should spawn 40 wall prefabs side by side. Any help adjusting would be appreciated.

     public void buildExterior() //Execute on submit button clicked
     {
         setLength();
         setBreadth();
         setHeight();
         setWidth();
 
         Debug.Log("Length" + length);
         Debug.Log("Breadth" + breadth);
         Debug.Log("Height" + height);
         Debug.Log("Width" + width);
 
         //Floor
         GameObject floorGo = Instantiate(floorPrefab);
         floorGo.transform.parent = transform;
         Vector3 flooradjustedPosition = floorStartPosition;
         floorGo.transform.Rotate(90, 0, 0);
 
         //Walls
         for (int i = -2; i < 2; i++)
         {
             GameObject go = Instantiate(wallPrefab);
             go.transform.parent = transform;
 
             Vector3 scale = Vector3.one;
             Vector3 walladjustedPosition = wallsStartPosition;
 
             float sign = Mathf.Sign(i);
             if ((i * sign) % 2 == 0)
             {
                 //Breadth Walls
                 walladjustedPosition.x += (length * sign) / 2;
                 scale.x *= breadth + 1;
                 scale.y = height;
                 scale.z *= breadth + width;
                 go.transform.Rotate(0, 90, 0);
             }
             else
             {
                 //Length Walls
                 walladjustedPosition.z += (breadth * sign) / 2;
                 scale.x *= length;
                 scale.y = height;
                 scale.z *= breadth + width;
             }
 
             walladjustedPosition.y += height / 2;
             go.transform.localScale = scale;
             go.transform.localPosition = walladjustedPosition;
             walls.Add(go);
 
             //Flooring Scale
             scale.x = length;
             scale.y = height / 2;
             scale.z = breadth;
 
             floorGo.transform.localScale = scale;
             floorGo.transform.localPosition = flooradjustedPosition;
             flooring.Add(floorGo);
         }
     }
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