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Question by mstuzombi · Nov 01, 2021 at 03:22 PM · instantiatecollidertriggerlistinstance

i need to copy a list from the collided to the newly instantiated one individually .

I need to copy a list from the collided to the newly instantiated one individually. But when 1 ball gets this value then everyone else also gets this list, when some amount of ball collide (trigger) a multiplayer the multiplayer will instantiate balls in the quantity of (amount of ball collided * 2) . I need to access every new ball created and add the name of the multilayer to a script with a public list variable called "Multiplayers". But when 1 ball collides with the multiplayer all the balls are adding the name of the collided multiplayer to the "Multiplayers" list . How to change the value of each newly instantiated balls suppurate

 void newBall()
     {
         if (n > 0)
         {
             newBallobj = (GameObject) Instantiate(Ball , transformPos + new Vector3(0f,-0.5f,0f) , Quaternion.identity); 
             n--;
             newBallobj.GetComponent<BallScript>().multiplayers = collided.GetComponent<BallScript>().multiplayers;
             
             Invoke("newBall", 0.05f);
             
         }
         
     }
 
















This is the full code if you need

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class MultiplayerScript : MonoBehaviour
 {
     public int multiplayerCount;
     public GameObject Ball;
     int n;
     Vector3 transformPos;
 
     GameObject collided;
     GameObject newBallobj;
 
     private void Start()
     {
         n = 0;
     }
 
 
 
     private void OnTriggerEnter(Collider other)
     {
         if (other.CompareTag("Ball"))
         {
             collided = other.gameObject;
             
 
 
             if ( !(collided.GetComponent<BallScript>().multiplayers.Contains(this.name)) )
             {
                 Debug.Log(this.name);
 
                 collided.GetComponent<BallScript>().multiplayers.Add(this.name);
                 transformPos = other.transform.position;
                 n += multiplayerCount;
                 Invoke("newBall", 0.05f);
             }
             
         }
     }
 
     
 
     void newBall()
     {
 
         if (n > 0)
         {
             newBallobj = (GameObject) Instantiate(Ball , transformPos + new Vector3(0f,-0.5f,0f) , Quaternion.identity); 
             n--;
             newBallobj.GetComponent<BallScript>().multiplayers = collided.GetComponent<BallScript>().multiplayers;
             
 
             Invoke("newBall", 0.05f);
             
         }
         
     }
 
     
 }
 
 
 
 
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